Homebred platform-based terrain visualization realization method

An implementation method and platform technology, applied in image data processing, 3D modeling, instruments, etc., can solve problems such as inapplicable terrain visualization, and achieve the effect of improving rendering speed, ensuring usability, and reducing the number of

Inactive Publication Date: 2017-07-28
SHANDONG CHAOYUE DATA CONTROL ELECTRONICS CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

This patent document involves scene modeling in the sea, which uses the ray casting method and marchingcube algorithm to achieve scene reproduction, but it is not suitable for terrain visualization

Method used

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  • Homebred platform-based terrain visualization realization method
  • Homebred platform-based terrain visualization realization method

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Embodiment 1

[0022] A method for implementing terrain visualization based on a domestic platform, including preprocessing the domestic platform, using the domestic platform to preprocess the original terrain data and drawing the three-dimensional terrain; it is characterized in that, in the drawing of the three-dimensional terrain, the Tessellation Shader is used Subdivision Surface Shader for 3D terrain visualization. The preprocessing of the domestic platform includes: transplanting a graphics library to the domestic platform and building a development environment;

[0023] The graphics library is an OpenGL open graphics library.

[0024] Use the domestic platform to preprocess the original terrain data: generate multi-level terrain tile data.

Embodiment 2

[0026] A method for implementing terrain visualization based on a domestic platform as described in Example 1, the difference is that the method of using the domestic platform to preprocess the original terrain data includes: using a linear interpolation algorithm to convert the non-uniform grid data in the original terrain data Process the uniform grid data, adjust the size of the grid data according to the size of the video memory, and use the quadtree algorithm to process the uniform grid data to obtain multi-level terrain tile data.

[0027] Such as figure 1 As shown in Fig. 1, the original terrain data is preprocessed. First, the quadratic linear interpolation method is used to process the original non-uniform grid data into uniform grid data, which is convenient for the shader program to use. Then, according to the uniform grid data, the quadtree method is used to make the terrain data into multi-level tile data, and the number of levels can be determined according to th...

Embodiment 3

[0029] A method for implementing terrain visualization based on a domestic platform as described in Embodiment 1, the difference is that the method for realizing three-dimensional terrain visualization using a Tessellation Shader subdivision surface shader includes: utilizing a Tessellation Shader subdivision surface shader to realize The 3D terrain visualization GPU acceleration algorithm processes the multi-level terrain tile data.

[0030] Such as figure 2 As shown, the specific rendering process of the 3D terrain is shown. The invention adopts C++, QT programming language and OpenGL graphics development library, and the GPU programming language adopts GLSL. Firstly, the OpenGL rendering window needs to be initialized, and the C++ program completes the loading of terrain data, and loads the data into the memory; next, invokes the GPUshader program, loads the terrain elevation data as a texture into the video memory, sets the subdivision factor according to the viewpoint, ...

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Abstract

A homebred platform-based terrain visualization realization method comprises pre-processing a homebred platform, utilizing the homebred platform to pre-process the original terrain data and drawing the three-dimensional terrain, and is characterized in that in the drawing of the three-dimensional terrain, a Tessellation Shader is utilized to visualize the three-dimensional terrain. According to the present invention, based on the Tessellation Shader, a three-dimensional terrain visualization graphics processing unit (GPU) acceleration algorithm is realized, and the original terrain data is processed to generate the multi-level terrain tile data, thereby realizing a homebred platform terrain visualization technology.

Description

technical field [0001] The invention relates to a terrain visualization realization method based on a domestic platform, and belongs to the technical field of computer three-dimensional visualization. Background technique [0002] Terrain rendering technology is a subject that studies the display, simplification, and simulation of digital terrain models (DTM) or digital elevation models (DEM), and belongs to the branch of computer graphics. 3D terrain visualization is usually based on DEM data, which dynamically displays the 3D approximation of the terrain in real time, and is widely used in flight simulation, battlefield simulation, 3D games, and scientific visualization. After decades of development, terrain rendering technology has produced many excellent algorithms. However, with the rapid development of graphics hardware (GPU), especially the improvement of programmable performance, making full use of hardware performance to further improve the effect of terrain renderi...

Claims

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Application Information

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IPC IPC(8): G06T17/05
CPCG06T17/05
Inventor 曲德源吴登勇柳玉巧马双涛
Owner SHANDONG CHAOYUE DATA CONTROL ELECTRONICS CO LTD
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