摘要
为了进一步解放CPU,以便更多地去利用GPU的性能,提出了一种基于PBO的地形绘制。该地形绘制在Geomipmap-ping地形绘制算法的基础上引入了PBO,其过程是纹理在CPU的控制下直接被送到PBO,在GPU的控制下再从PBO把数据复制到纹理对象。同时为了适应PBO的异步传输机制,引入了双PBO机制。实验结果表明,基于PBO的地形绘制不但充分利用了GPU的性能,同时也极大程度地解放了CPU,使CPU能直接进行其它的工作,基于PBO的地形绘制算法符合当前以GPU为核心的地形绘制。
To liberate the CPU furtherly from the terrain rendering so that the GPU' s performance can be used more, a terrain rendering algorithm based on PBO is presented. This terrain rendering algorithm induce the PBO based on the Geomipmapping terrain rendering algorithm. The terrain rendering algorithm' s process is that the texture source will be directly transformed to the PBO under the control of the CPU, and then transform the data from PBO to the texture object under the control the GPU. Meanwhile to suit for the DMA transmission mehanism, it induce the double PBO mechanism. The experimental results show that the terrain rendering based on the PBO not only utiliz the GPU' s performance enough, but also liberate the CPU greatly and make the CPU can do the other work directly. The terrain rendering algorithm based on PBO is suit for the terrain rendering algorithm that the GPU is the core today.
出处
《计算机工程与设计》
CSCD
北大核心
2011年第7期2545-2547,2552,共4页
Computer Engineering and Design
基金
四川省科技厅重点实验室"可视化计算与虚拟现实"基金项目(2008JY010522)