摘要
随着在游戏和仿真领域中对大规模场景的要求日益提高,为了保证一般计算机在大规模三维模型的场景中仍能够较高帧率运行,基于Morton码提出了一种场景遍历算法。该算法根据满四叉树节点编码思想对线性四叉树的Morton码进行了改进,提出了一种线性多段结构,并且结合了自底向上合并的BVH来减少遍历节点,最后利用视锥体对场景内的物体进行快速裁剪。该算法结合场景中的多层均匀网格,利用CPU的多核并行计算能力,根据上层遍历结果,快速得到下层输入,能够快速对场景中的物体进行可见性裁剪,提高计算机在大规模模型场景的渲染帧率。实验结果表明了该算法的正确性和可行性,与传统的加速结构相比,帧率有了明显的提升。
With the increasing requirements for large-scale scenes in the field of games and simulation and in order to ensure that the general computer can still run at a higher frame rate in the scene of a large-scale three-dimensional model,we propose a scene traversal algorithm based on Morton Code.It is based on the idea of full quadtree node encoding for improving the Morton Code of linear quadtree,and a linear multi-segment structure is proposed.It is also combined with bottom-up BVH to reduce traversal nodes,and finally the frustum is used to quickly crop the objects in the scene.This algorithm combines the multi-layer uniform grid in the scene,uses the CPU’s multi-core parallel computing capabilities,and quickly obtains the lower-layer input according to the upper-layer traversal results.It can quickly cut the visibility of the objects in the scene and improve the computer’s large-scale model scene rendering frame rate.Experimental results show the correctness and feasibility of the algorithm.Compared with the traditional acceleration structure,its frame rate has been significantly improved.
作者
刘一明
何晓曦
黄世贤
LIU Yiming;HE Xiaoxi;HUANG Shixian(College of Software Engineering,Chengdu University of Information Technology,Chengdu 610225,China)
出处
《成都信息工程大学学报》
2021年第3期300-304,共5页
Journal of Chengdu University of Information Technology