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Graphics processing unit (GPU)-orientated large-scale terrain fast drawing method

A large-scale terrain and terrain technology, applied in the field of GPU-oriented large-scale terrain rapid rendering, to achieve high frame rate, increase the number, and improve efficiency

Inactive Publication Date: 2013-01-09
UNIV OF ELECTRONICS SCI & TECH OF CHINA
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Scholars at home and abroad have achieved a lot of research results in the research of large-scale terrain rendering, and have also proposed many excellent solutions. However, due to people's high requirements for both rendering accuracy and rendering efficiency, the existing solutions None of the solutions can perfectly balance both

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  • Graphics processing unit (GPU)-orientated large-scale terrain fast drawing method
  • Graphics processing unit (GPU)-orientated large-scale terrain fast drawing method
  • Graphics processing unit (GPU)-orientated large-scale terrain fast drawing method

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Embodiment Construction

[0030] In order to describe the technical content, structural features, achieved goals and effects of the present invention in detail, the following will be described in detail in conjunction with the embodiments and accompanying drawings.

[0031] see figure 1 , the present embodiment provides a GPU-oriented large-scale terrain rapid rendering method, comprising the following steps:

[0032] S1. Generate an external storage file of the original terrain; wherein, the external storage file stores a plurality of terrain blocks containing original terrain data, an index number of each terrain block, and a compressed texture corresponding to the terrain block blocks, the terrain data including texture data and elevation data;

[0033] S2. Determine the LOD level distribution of the terrain according to the preset viewpoint parameters, establish a terrain quadtree structure, traverse the terrain quadtree structure to select corresponding quadtree nodes for different LOD level deta...

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Abstract

The invention provides a graphics processing unit (GPU)-orientated large-scale terrain fast drawing method. The method comprises the following steps of: generating an out-of-core file of original terrain, wherein the out-of-core file stores a plurality of terrain blocks containing original terrain data, an indexing serial number of each terrain block and compressed texture blocks corresponding to the terrain blocks, and the terrain data comprises texture data and altitude data; determining the level of detail (LOD) hierarchical distribution of the terrain according to a predetermined view point, establishing a terrain quadtree structure, traversing the terrain quadtree structure, selecting a corresponding quadtree node for different LODs, and adding the selected quadtree node to a rendering scheduling queue, wherein each node of the terrain quadtree structure corresponds to the corresponding compressed terrain block in the out-of-core file and is used for storing the LOD and the altitude data of the corresponding compressed terrain block; and acquiring the node to be scheduled from the rendering scheduling queue, and rendering the node to be scheduled to finish the drawing of the original terrain.

Description

technical field [0001] The invention relates to the field of computer graphics, in particular to a GPU-oriented large-scale terrain rapid rendering method. Background technique [0002] Terrain is the most common scene in nature, and it is closely related to people's life. Three-dimensional terrain rendering technology has always been a research hotspot in computer graphics. In recent years, its development and progress have had a significant impact on various aspects of the national economy and promote the continuous development of the information age. [0003] With the rapid development of photogrammetry and satellite remote sensing technology, the accuracy of terrain data that people can get is getting higher and higher, followed by a sharp increase in the amount of terrain data. However, compared with the unlimited growth of terrain data, the development of hardware always lags behind. Under a certain frame rate, computer hardware can only draw a limited number of trian...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T17/05G06T15/00
Inventor 程建屈航罗博曾杰
Owner UNIV OF ELECTRONICS SCI & TECH OF CHINA
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