摘要
提出一种基于GPU的高程并行插值算法,实现了对三维地表上海量离散点的并行加速渲染。通过高程纹理组织三维地表网格高程数据作为离散点渲染的基础,并通过GLSL编写GPU着色器程序动态控制图形渲染管线,实现视点相关的高程并行插值算法。实验结果表明,提出的基于GPU的高程并行插值算法较传统的内存插值算法,将三维地表上海量离散点的渲染量级从百万级提高到了千万级。
A GPU-based elevation parallel interpolation algorithm is proposed,which realizes the parallel accelerated rendering of discrete points on the three-dimensional surface.The algorithm orga-nizes the three-dimensional surface grid elevation data through the elevation texture as the basis of discrete point rendering,and uses GLSL to write GPU shader programs to dynamically control the graphics rendering pipeline,so as to realize the parallel elevation interpolation algorithm related to the viewpoints.The experimental results indicate that,compared with the traditional memory interpolation algorithm,the GPU-based elevation parallel interpolation algorithm improves the rendering magnitude of discrete points on the three-dimensional surface from one million to ten million.
作者
王智广
张腾畅
吴相锦
鲁强
WANG Zhi-guang;ZHANG Teng-chang;WU Xiang-jin;LU Qiang(Beijing Key Laboratory of Petroleum Data Mining,China University of Petroleum-Beijing,Beijing 102249;Department of Computer Science and Technology,China University of Petroleum-Beijing,Beijing 102249;CNPC Beijing Richfit Information Technology Co.,LTD.,Beijing 102206,China)
出处
《计算机工程与科学》
CSCD
北大核心
2021年第4期614-619,共6页
Computer Engineering & Science
基金
国家重点研发计划(2019YFC0312003)
国家科技重大专项(2017ZX05018-005)。
关键词
海量离散点
高程纹理
并行插值
着色器编程
massive discrete points
elevation texture
parallel interpolation
shader programming