Accelerated terrain rendering method based on graphics processor
A graphics processor and terrain rendering technology, applied in the field of graphics, can solve problems such as performance degradation and increase the number of triangles drawn, and achieve the effects of saving resources, eliminating T-shaped cracks, and improving processing performance
Patent Information
- Authority / Receiving Office
- CN · China
- Current Assignee / Owner
- Publication Date
- 2012-10-24
- Estimated Expiration
- Not applicable · inactive patent
Smart Images
Figure 1 Figure 2 Figure 3
Abstract
Description
[0001] technical field
[0002] The invention relates to the field of graphics, in particular to a method for rendering three-dimensional terrain based on a graphics processor. Background technique
[0003] Large-scale terrain rendering is an important part of virtual natural scenes. At present, the calculation method based on the central processing unit (CPU) is usually used in domestic and foreign game terrain rendering to calculate the level of detail. Although it can greatly reduce the number of triangles rendered, the disadvantage is that every Every frame needs to update the triangle data transmitted from the CPU to the GPU, occupying precious CPU resources and bus bandwidth.
[0004] With the improvement of graphics algorithms and the performance of computer graphics cards in recent years, it has become possible to fully utilize the performance of graphics processing units (GPUs) to generate real-time terrain. T-shaped cracks will appear at the transition of diff...
Examples
Embodiment Construction
[0041] The technical solutions provided by the present invention will be described in detail below in conjunction with specific examples. It should be understood that the following specific embodiments are only used to illustrate the present invention and are not intended to limit the scope of the present invention.
[0042] The native terrain rendering method includes the following steps:
[0043] (1) First, obtain the original terrain image, the length and width of the original terrain are equal, and the length and width of the original terrain are evenly divided into 2 N equal parts, that is, there are 2 in both length and width N +1 vertex, which divides the entire terrain into 2 N x2 N A terrain block (Block) of equal area. In this example such as figure 1 As shown in the figure on the left, N is set to 16, that is, the entire terrain is divided into 16x 16=256 terrain blocks (Blocks) with equal areas.
[0044] Among them, the length and width of each terrain block ...