期刊文献+

屏幕空间自适应的地形Tessellation绘制 被引量:6

Screen-space adaptive tessellation for terrain rendering
原文传递
导出
摘要 为了在大规模真实感地形渲染中利用GPU硬件加速的Tessellation技术,在对地形Tessellation原理分析的基础上,提出一种屏幕空间自适应的地形Tessellation绘制算法,实现了在GPU内部对地形模型的三角形自适应细分。该算法采用Tile和Patch的形式对地形数据进行分层组织,在CPU和GPU上分别以Tile和Patch为基础实现地形LOD(level of detail)的自适应简化;提出在Hull Shader上基于Patch边界的细分系数计算模型,确保了Patch细分时的无缝连接;给出了Domain Shader上置换贴图的处理过程,以实现细分顶点的高程纹理映射;并且采用了两级视锥体裁剪机制,减少了渲染数据的冗余量。实验结果表明,该算法具有较好的屏幕空间自适应性和渲染性能,能够在输入粗糙网格的基础上,渲染输出高分辨率几何细节特征的地形模型。 In order to render large-scale terrain on graphics processing units (GPU) using hardware-accelerated tessella- tion, a screen-space adaptive tessellation algorithm for terrain rendering is presented. The triangulation is performed entirely on the GPU, based on analyzing the principle of terrain tessellation. The proposed approach organizes the terrain data hier- archically by tiles and patches, which is the base for a terrain LOD simplification approach processed separately on the CPU and GPU. The edge-based tessellation LOD model for each patch is constructed to compute the tessellation factors in the Hull Shader for the water tightness surface. The procedure for terrain displacement mapping in the Domain Shader is de- signed to offset and transform each vertex height. Furthermore, a two-level view frustum culling mechanism is used to mini- mize the data to be rendered. The experimental results show that the algorithm has better screen-space adaptivity and ren- dering performance. It can produce the terrain model with high resolution geometric details in spite of inputting coarse trian- gle meshes.
出处 《中国图象图形学报》 CSCD 北大核心 2012年第11期1431-1438,共8页 Journal of Image and Graphics
关键词 地形渲染 拆嵌细分曲面 置换贴图 细节层次 图形处理器 terrain rendering tessellation displacement mapping level of detail graphics processing unit
  • 相关文献

参考文献11

  • 1Story J, Cebenoyan C. Tessellation performance [ EB/OL ].(2010-03 ) [ 2011 -10-11 ] . http : //developer, download, nvidia.com/ presentations/2010/gdc/Tessellation_Performance. pdf.
  • 2Ni T Y. DX11 tessellation [ EB/OL ] . ( 2010-08 ) [ 2011-10-11 ]. http ;//www. nvidia. asia/content/asia/event/ siggraph-asia-2010/presos/Ni_Tessellation. pdf.
  • 3Rollin P,Oster B. Open GL and CUDA-based tessellation [ EB/OL] . ( 2011-08 ) [ 2011-10-11 ] . http://www. nvidia com/content/siggraph/Rollin_Oster_OpenGL_CUDA. pdf.
  • 4San Jose C. OpenGL 4. 0 Tessellation for professional applications[EB/OL]. (2010-09 ) [ 2011-10-11 ]. http://www.nvidia.com/contenl/GTC-2010/pdfs/2227_GTC2010. pdf.
  • 5Cantlay I. DirectX 11 Terrain tessellation [EB/OL]. (2011 -01 )[2011-08-16 ] . http://developer.nvidia.com/sites/ default/files/akamai/gamedev/files/sdk/11/TerrainTessellation _ White-Paper. pdf.
  • 6Yusov E, Shevtsov M. High-performance terrain rendering usinghardware tessellation [ J ] . Journal of WSCG, 2011,19 ( 3 ):, 85-92.
  • 7Castano I. Water-tight, textured, displaced subdivision surfacetessellation using Direct3D 11 [ EB/OL]. (2008-08) [2011-10-11]. http://www. raicrosoft. com/download/en/ details, aspx?displaylang = en&id = 13446.
  • 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
  • 9Lindstrom P, Pascucci V. Visualization of large terrains madeeasy [ C]// Proceedings of IEEE Visualization. Alamitos, Cali-fornia :IEEE Computer Society Press, 2001:363-370.
  • 10Levenberg J. Fast view-dependent level-of-detail rendering usingcached geometry [ C ]// Proceedings of IEEE Visualization. LosAlamitos,California : IEEE Computer Society Press,2002 , 259-265.

二级参考文献11

  • 1Garland M,Heckbert P S.Fast polygonal approximation of terrains and height fields[R].Pittsburgh:Carnegie Mellon University.School of Computer Science.1995.
  • 2Lindstrom P,Koller D,Ribarsky W,et al.Real-time,continuous level of detail rendering of height fields[C] //Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques.New York:ACM Press.1996:109 -118.
  • 3Losasso F,Hoppe H.Geometry clipmaps:terrain rendering using nested regular grids[C] //Computer Graphics Proceedings,Annual Conference Series,ACM SIGGRAPH.New York:ACM Press.2004:769-776.
  • 4Hoppe H.Smooth view-dependent level-of-detail control and its application to terrain rendering[C] //Proceedings of Conference on Visualization.Los Alamitos:IEEE Computer Society Press.1998:35-42.
  • 5Duchaineau M,Wolinsky M,Sigeti D E,et al.ROAMing terrain:real-time optimally adapting meshes[C] //Proceedings of the 8th Conference on Visualization.Los Alamitos:IEEE Computer Society Press.1997:81-88.
  • 6Pajarola R.Large scale terrain visualization using the restricted quadtree triangulation[C] //Proceedings of Conference on Visualization.Los Alamitos:IEEE Computer Society Press.1998:19-26.
  • 7Cignoni P,Ganovelli F,Gobbetti E,et al.BDAM-batched dynamic adaptive meshes for high performance terrain visualization[J].Computer Graphics Forum.2003,22(3):505-514.
  • 8Cignoni P,Ganovelli F,Gobbetti E,et al.Planet-sized batched dynamic adaptive meshes[C] //Proceedings of the 14th IEEE Visualization.Washington D C:IEEE Computer Society Press.2003:20.
  • 9Policarpo F,Oliveira M M,Comba J L D.Real-time relief mapping on arbitrary polygonal surfaces[C] //Proceedings of Symposium on Interactive 3D Graphics and Games.New York:ACM Press.2006:155-162.
  • 10王宏武,董士海.一个与视点相关的动态多分辨率地形模型[J].计算机辅助设计与图形学学报,2000,12(8):575-579. 被引量:72

共引文献17

同被引文献37

  • 1李融,丁欣,郑文庭,王锐,鲍虎军.基于GPU的海量城市管线高效建模与实时绘制[J].计算机辅助设计与图形学学报,2015,27(4):597-604. 被引量:6
  • 2Burton ma. Tesselation Shader. [EB/OL]. http:// www. cse. yorku, ca/course_archive/2011-12/W/4431/ lectures/Day17, pptx.
  • 3San Jose. OpenGL 4. 0 Tessellation for professional applications [EB/OL]. [2013-3-25]. http: / /www. nvidia, corn/content /GTC-2010 /pdfs /2227_ GTC20- 10. pdf.
  • 4Rollin P, Oster B. Open GL and CUDA tessellation [EB/OL]. [2013-3-25]. http: / /www. nvidia, corn/ content/siggraph /Rollin_Oster_OpenGL and CUDA- based tessellation, pdf.
  • 5LINDSTROM P,KOLLER D,RIBARSKY W,et al.Real-time,continuous level of detail rendering of height fields[C]//SIGGRAPH'96:Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques.New York:ACM,1996:109-118.
  • 6DUCHAINEAU M,WOLINSKY M,SIGETI D E,et al.Roaming terrain:real-time optimally adapting meshes[C]//Proceedings of Visualization'97.Piscataway:IEEE,1997:81-88.
  • 7ULRICH T.Rendering massive terrains using chunked level of detail control[J/OL].SIGGRAPH Course Notes,2002,3(5).[2014-12-01].http://tulrich.com/geekstuff/sig-notes.pdf.
  • 8de BOER W.Fast terrain rendering using geometrical mipmapping[EB/OL].[2014-12-01].http://www.ipcode.com/tutorials/geomipmaps.pdf.
  • 9STRUGAR F.Continuous distance-dependent level of detail for rendering heightmaps[J].Journal of Graphics GPU and Game Tools,2009,14(4):57-74.
  • 10BOUBEKEUR T,SCHLICK C.Generic mesh refinement on GPU[C]//Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware.New York:ACM,2005:99-104.

引证文献6

二级引证文献19

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