摘要
基于四叉树的数据结构,提出了一种适于GPU批处理的地形可视化算法,以地形分块作为基本的处理单元,使用同一个顶点缓冲区对象实现所有地形块三角形集的渲染,提出了地形分块非线性分布的LOD选取函数,通过提出的地形块综合平滑因子,在顶点着色器上实现了高程值的平滑过渡,给出了GPU上算法的处理过程。实验对比结果表明,该算法地形绘制LOD层次调节方便,具有较高的地形渲染效率。
Based on the data structure of quadtree, a batched terrain rendering algorithm for GPU is proposed in which terrain blocks are handled as the basic processing units. The same vertex buffer object is used for all blocks triangle patches. A continu- ous LOD function causing block LOD non-linear distribution is presented. The vertex' s height value is smoothly geomorphed in the vertex shader through the synthetical block morphing factor. Then the paper introduces the GPU processing procedures for this algorithm. The higher rendering efficiency of this method is vaIidated by presenting experimental results on large elevation models and the rendering block LOD can be easily adjusted.
出处
《计算机工程与应用》
CSCD
2013年第4期213-218,共6页
Computer Engineering and Applications
关键词
地形渲染
细节层次
四叉树
顶点纹理拾取
图形处理器
terrain rendering
Level of Detail(LOD)
quadtree
vertex texture fetch
Graphic Processing Unit(GPU)