期刊文献+

基于PBO的地形绘制

Terrain rendering based on PBO
下载PDF
导出
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.
作者 谭德林 谭良
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)
关键词 中央处理器 图形处理器 双PBO机制 地形绘制 Geomipmapping算法 central processing unit graphic processing unit double PBO mechanism terrain rendering Geomipmapping algorithm
  • 相关文献

参考文献8

二级参考文献48

  • 1Cline D,Egbert P.Terrain decimation through quadtree morphing.IEEE Trans.on Visualization and Computer Graphics,2001,7(1):62-69.
  • 2Duchaineau M,Wolinsky M,.ROAMing terrain:Real-Time optimally adapting meshes.In:Yagel R,Hagen H,eds.Proc.of the IEEE Visualization.Los Alamitos:IEEE Computer Society Press,1997.81-88.
  • 3Hoppe H.Smooth view-dependent level-of-detail control and its application to terrain rendering.In:EbertDS,Rushmeier H,Hagen H,eds.Proc.of the IEEE Visualization.Los Alamitos:IEEE Computer Society Press,1998.35-42.
  • 4Lindstrom P,Koller D,Ribarsky W,Hodges L,Faust N,Turner G.Real-Time,continuous level of detail rendering of height fields.ACM Computer Graphics (SIGGRAPH'96),1996,30(3):109-118.
  • 5Pajarola R.Large scale terrain visualization using the restricted quadtree triangulation.In:Ebert DS,Rushmeier H,Hagen H,eds.Proc.of the IEEE Visualization.Los Alamitos:IEEE Computer Society Press,1998.19-26.
  • 6Rottger S,Heidrich W,Slusallek P.Real-Time generation of continuous levels of detail for height fields.In:Skala V,ed.Winter School in Computer Graphics,WSCG'98.Plzen:Science Press,1998.315-322.
  • 7Lloyd B,Egbert P.Horizon occlusion culling for real-time rendering of hierarchical terrains.In:Gross M,Joy KI,Moorhead RJ,eds.Proc.of the IEEE Visualization.Boston:IEEE Computer Society Press,2002.403-410.
  • 8Li S,Liu X,Wu E.Feature-Based visibility-driven CLOD for terrain.In:Rokne J,Klein R,Wang W,eds.Proc.of the Pacific Graphics.Canmore:IEEE Computer Society Press,2003.313-322.
  • 9Stewart J.Hierarchical visibility in terrains.In:Dorsey J,Slusallek P,eds.Eurographics Workshop on Rendering.Vienna:Springer-Verlag,1997.217-228.
  • 10Zaugg B,Egbert P.Voxel column culling:Occlusion culling for large terrain models.In:Ebert D,Favre JM,Peikert R,eds.Proc.of the Joint Eurographics-IEEE TCVG Symp.on Visualization.Vienna:Springer-Verlag,2001.85-93.

共引文献67

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部