基于GPU的平滑地形可视化算法

Smooth Terrain Rendering Algorithm Based on GPU

  • 摘要: 提出了一种基于GPU的平滑地形可视化算法,侧重于解决地形可视化方法面临的时间连续性和空间连续性问题。算法采用了规则地形块的批LOD可视化方法。基于平滑过渡的思想,考虑了地形块相邻层次间的过渡和相邻的不同地形块间的边界匹配关系,以地形块的区域划分为基础,为每个顶点实时分配相应的过渡权值,在地形块的绘制过程中同时完成了不同LOD层次以及不同地形块间的平滑过渡,实现了整个地形的平滑可视化。面向GPU的算法设计与实现保证了其执行效率。针对典型数据集,该算法能够以较高的帧率完成大规模地形的实时平滑漫游,避免可视化过程中的裂缝和突跳等不连续现象。

     

    Abstract: A smooth terrain rendering algorithm based on GPU is proposed to solve time and space discontinuity problems during terrain visualization. The algorithm is a coarse-grained aggregated LOD method. Based on the smooth geomorph idea, the terrain chunk is divided into regions and the morphing weight of every vertex in the region is evaluated in real time for current morphing operation. The morphing weight involves the transition between different detail levels and the level difference between neighboring chunks. Through this morphing operation, during the terrain rendering, the smooth transition between different LOD levels and different terrain chunks can be achieved at the same time, and a smooth terrain walkthrough can be gotten. The method is implemented in a GPU-oriented way and the main computation for morphing is accomplished on GPU. The tests show that the algorithm can generate the smooth terrain scene at a high frame rate, and the cracks and pops during rendering can be eliminated efficiently.

     

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