期刊文献+

利用可编程GPU实现大规模地形场景的高性能漫游 被引量:2

High performance navigation of large-scale terrain based on GPU programming
下载PDF
导出
摘要 对已有算法进行了综述,并针对数据动态调度、自适应网格模型的生成以及数据的组织与数据裁剪等方面进行了研究并提出改进方法,设计了一种基于GPU编程实现的大规模地形场景的实时绘制与漫游算法。利用GPU端完成地形网格更新、地形块的自动选取、高度图和纹理图采样等大部分计算工作,大大减轻了CPU端的计算负载。实验表明,该算法实现简单,内存开销较少,有效提高了地形绘制的效率,适于大规模地形场景的实时高效漫游。 This paper studied previous algorithms,proposed several improvement methods related to data dynamic scheduling,adaptive mesh model generating,data organization and data clipping,and designed a high performance technique for real-time rendering and roaming of large-scale terrain environment based on GPU programming.GPU undertaked most of the computation such as terrain mesh updating,automatically selecting of terrain blocks,terrain blocks sampling and texture blocks sampling.Experimental results show that GPU programming is an effective way to improve the method,the algorithm is easy to implement,has a low memory expenses,and achieves high performance on real-time roaming of large-scale terrains.
出处 《计算机应用研究》 CSCD 北大核心 2011年第10期3775-3777,3781,共4页 Application Research of Computers
基金 国家自然科学基金资助项目(41001300) 国家"863"计划重点资助项目(2008AA121301) 国家科技支撑项目(2008BAK49B00)
关键词 图形处理器编程 大规模地形场景 实时漫游 自适应网格 动态调度 GPU programming large-scale terrain real-time roaming adaptive mesh dynamic scheduling
  • 相关文献

参考文献10

  • 1CLINE D, EGBERT P. Terrain decimation through quadtree mor- phing[J]. IEEE Yrans on Visualization ariel Computer Gra- phics ,2001,7( 1 ) :62-69.
  • 2冷志光,汤晓安,郝建新,陈敏,胡昆明.大规模地形动态快速绘制技术研究[J].系统仿真学报,2006,18(10):2832-2835. 被引量:16
  • 3邓野,方卫宁,田生彩.视景仿真系统中三维地形的实时生成方法[J].北京交通大学学报,2007,31(4):124-127. 被引量:7
  • 4LOSASSO F, HOPPE H. Geometry elipmaps: terrain rendering using nested regular grids[ J]. AGM Trans on Graphics,2004,23 ( 3 ) : 769-776.
  • 5PHARR M. GPU Gems 2: programming techniques for high-perfor- mance graphics and general-purpose computation [ M ]//ASIRATHAM A, HOPPE H. Terrain Rendering Using GPU-based Geometry Clip- maps. Boston, MA : Addison-Wesley Professional,2005 : 14- 30.
  • 6SCHNEIDER J, WESTERMANN R. GPU-friendly high-quality ter- rain rendering[ J]. Journal of WSCG,2006,14(1/3) :49-56.
  • 7张桀宁,李帅.一种基于顶点纹理的LOD地形渲染算法[J].系统仿真学报,2008,20(7):1758-1764. 被引量:7
  • 8罗岱,谢茂金,曹卫群,黄心渊.基于GPU编程的地形可视化[J].中国图象图形学报,2008,13(11):2244-2249. 被引量:8
  • 9黄超超,凌永顺,吕相银.ROAM动态地形渲染算法研究[J].计算机仿真,2005,22(1):216-219. 被引量:9
  • 10TANNER C C, MIGDAL C J, JONES M T. The clipmap: a virtual mipmap[ C ]//Prec of the 25th Annual Conference on Computer Graphics and Interactive Techniques. New York: ACM Press, 1998: 151-158.

二级参考文献38

  • 1吴恩华.图形处理器用于通用计算的技术、现状及其挑战[J].软件学报,2004,15(10):1493-1504. 被引量:141
  • 2Clark J H. Hierarchical geometric models for visible surface algorithm [ J ]. Communications of the ACM, 1976,19 (10) :547 - 554.
  • 3Schroder W, Zarge J, Lorensen W. Decimation of triangle meshes [J]. Computer Graphics, 1992,26(2): 65-70.
  • 4Hoppe H, De Rose T, Duchamp T, et al. Mesh optimization[A]. In: Proceedings of the SIGGRAPH [ C ] , Anaheim, California, USA, 1993 : 19 - 26.
  • 5Hamann B. A data reduction scheme for triangulated surface [ J]. Computer Aided Geometry Design, 1994, 11 (2) : 197 - 214.
  • 6Hoppe H. Progressive meshes [ A ]. In: Proceedings of the SIGGRAPH [ C ]. New Orleans, Louisiana, USA, 1996 : 99 - 108.
  • 7Garland M, Heckbert P S. Surface simplification using quadric error metric[ A]. In: Proceedings of the SIGGRAPH [ C ]. Los Angeles, California, USA, 1997 : 209 - 216.
  • 8Perter Linstrom, David Koller, William Ribarsky, et al. Real-time,continuous level of detail rendering of height fields [ A ]. In: Proceedings of SIGGRAPH [C], New Orleans, Louisiana, USA, 1996:109 - 118.
  • 9Duchaineau M, Wolinsky M, Sigeti D E, et al. ROAMing terrian: Real-time optimally adaptive meshes [ A ]. In: Proccedings of IEEE Conference on Visualization [ C ], Phoenix, Arizona, USA, 1997 : 81 -88.
  • 10Losasso F, Hoppe H. Geometry clipmaps: Terrain Rendering Using Nested Regular Grids [ A ]. In: Proceedings of ACM SIGGRAPH [ C]. Los Angeles, California, USA, 2004:769 -776.

共引文献39

同被引文献16

  • 1Ulrich T. Rendering massive terrains using chunked level of detail control [ J ]. SIGGRAPH Course Notes, 2002,3 ( 5 ) : 162 - 166.
  • 2de Boer W. Fast terrain rendering using geometrical mipmap- ping [ EB/OL]. 2000. http://www, ipcode, com/tutorials/ geomipmaps, pdf.
  • 3Livny Y,Sokolovsky N,Grinshpoun T,et al. A GPU persistent grid mapping for terrain rendering[ J]. The Visual Computer, 2008,24(2) :139-153.
  • 4Boubekeur T, Schlick C. A flexible kernel for adaptive mesh refinement on GPU [ J ]. Computer Graphics Forum, 2008,27(1) :102-114.
  • 5Lorenz H, Dfillner J. Dynamic mesh refinement on GPU using geometry shaders [ C ]//Proceedings of the 16th international conference in Central Europe on computer graphics, visualiza- tion and computer vision. Campus Bory:UNION Agency-Sci- ence Press ,2008:97-104.
  • 6张燕燕,姜洪洲,韩俊伟.基于GPU的平滑地形可视化算法[J].电子科技大学学报,2009,38(6):1006-1010. 被引量:3
  • 7王旭,杨新,王志铭.在GPU上实现地形渲染的自适应算法[J].计算机辅助设计与图形学学报,2010,22(10):1741-1749. 被引量:13
  • 8李白云,赵春霞.GPU实时构建四叉树的快速地形渲染算法[J].计算机辅助设计与图形学学报,2010,22(12):2259-2264. 被引量:18
  • 9张兵强,张立民,张建廷.面向GPU的批LOD地形实时绘制[J].中国图象图形学报,2012,17(4):582-588. 被引量:6
  • 10尹长林,詹庆明,许文强,张鸿辉.大规模三维地形实时绘制的简化技术研究[J].武汉大学学报(信息科学版),2012,37(5):555-559. 被引量:9

引证文献2

二级引证文献11

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