摘要
本文提出将原本用于地形渲染的Geometry Clipmap技术应用到大规模海洋渲染上,并进行适当调整和改进,使之能更好地适用于动态的海洋场景。首先构建多细节层次的海平面二维网格,然后在相邻层网格之间进行拼接和过渡,接着使用Gerstner波合成随时间平滑移动的Displacement map,最后二维网格根据Displacement map更新网格顶点属性,得到具有动态波浪的大规模海洋场景。实验结果表明本文算法能够模拟得到很真实的海洋视觉效果,帧率可达到1720帧左右,CPU和GPU内存消耗分别为40 M和30 M。本文提出的将Geometry Clipmap技术应用于海洋渲染的方法,具有很好的真实感、实时性和低内存消耗,对大规模海洋模拟具有一定的应用价值。
This paper proposes to apply the Geometry Clipmap technique used in terrain rendering to large-scale ocean rendering. Appropriate adjustments and improvements are made to fit dynamic ocean scenes better. Firstly,we build a level-of-detail 2 D grid of sea level,and stitch and transit between adjacent layers of the grid. After that we use multiple Gerstner waves to synthesize displacement maps that could move smoothly with time. Finally,we update vertex attributes of grid based on displacement maps to obtain a large-scale ocean scene with dynamic waves. The experimental results show that the proposedalgorithm can simulate realistic visual effects of ocean. The frame rate can reach about 1720 frames,and the memory consumption of CPU and GPU is 40 M and 30 M,respectively. The proposed method of applying Geometry Clipmap technology to ocean rendering has a good sense of reality,real time performance and low memory consumption. It has a certain application value for large-scale ocean simulation.
作者
蒲一磊
贺卫东
赵锴源
李程鹏
张严辞
PU Yilei;HE Weidong;ZHAO Kaiyuan;LI Chengpeng;ZHANG Yanci(National Key Laboratory of Fundamental Science on Synthetic Vision,Sichuan University,Chengdu 610065,China)
出处
《中国体视学与图像分析》
2018年第2期133-140,共8页
Chinese Journal of Stereology and Image Analysis
基金
国家自然科学基金面上项目(6142261)
国家高技术研究发展计划(863计划)(2015AA016405)