Virtual terrain rendering method for carrying out resource dynamic processing and caching based on GPU

A terrain rendering and dynamic processing technology, applied in image data processing, 3D image processing, instruments, etc., can solve the problems of wasting GPU computing resources, unable to meet real-time requirements, slow terrain rendering and updating, and achieve simple editing operations. Efficient, meet real-time editing and updating, and ensure the effect of reliable performance

Active Publication Date: 2020-08-21
航天远景科技(南京)有限公司
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  • Application Information

AI Technical Summary

Problems solved by technology

This method can handle large-scale terrain, but once the scale of the terrain is too large, since the preparation and update of resources are completed on the CPU side, for a lot of rasterized data, due to the huge data volume and the limited computing power of the CPU, Therefore, the GPU can only wait for the CPU to complete the data processing,

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  • Virtual terrain rendering method for carrying out resource dynamic processing and caching based on GPU
  • Virtual terrain rendering method for carrying out resource dynamic processing and caching based on GPU
  • Virtual terrain rendering method for carrying out resource dynamic processing and caching based on GPU

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Embodiment 1

[0079] Taking a super-large-scale terrain rendering as an implementation case, the implementation process of the present invention is described in detail below:

[0080] S1. Create a terrain root node, which contains a root node of a quadtree data structure;

[0081] S2. Define the field of view of the virtual camera as 60 degrees, the screen resolution as 1920*1080, and the distances between the far and near clipping planes as 1 meter and 12720000 meters respectively;

[0082] S3. Real-time subdividing the nodes in S1 according to the position of the virtual camera. The criterion for judging whether to subdivide is the distance from the center point of each quadtree node to the virtual camera. When the distance d is less than a certain threshold, the node is subdivided into four nodes. The formula for calculating the threshold is generally:

[0083] S=F*S;

[0084] Where S is the size of each terrain quadtree node in meters, and F is the adjustment factor;

[0085] S4. Se...

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Abstract

The invention discloses a virtual terrain rendering method for dynamically processing and caching resources based on a GPU. The method comprises the following steps: constructing a terrain grid according to a spatial quadtree algorithm; gradually subdividing the terrain and cutting the view cone according to a viewpoint position, and creating GPU end caches for different terrain resources according to the resources positioned by the logic coordinates to realize different shader programs; starting different rendering processes for different resources, and storing the processed resources in a cache opened up by a GPU; writing a shader for terrain rendering to create a drawing instruction for the remaining nodes after terrain cutting, and submitting Draw Call to a GPU to complete drawing. According to the method, the computing power of the GPU is fully utilized, rendering work is submitted to the GPU, processing work of rendering resources is submitted to the GPU to be completed, and therefore resource processing work is greatly accelerated. Meanwhile, a whole set of GPU resource caching and access algorithm is realized, the access performance of resources is accelerated, the rendering performance is further improved, and real-time rendering and flexible editing of super-large-scale virtual terrains become possible.

Description

technical field [0001] The invention relates to the technical field of three-dimensional real-time rendering, in particular to a virtual terrain rendering method based on GPU for dynamic resource processing and caching. Background technique [0002] Virtual terrain is an essential part of building a virtual three-dimensional world. In the fields of games, military, simulation, and GIS, it is necessary to build a virtual terrain close to reality. It is the cornerstone of the entire virtual environment, and it is also the basis for various simulation elements to be carried out. Base. Especially in the fields of military simulation and geographic information, it is often necessary to construct a super-large-scale virtual terrain, and there are also high requirements for real-time editing of the terrain, which brings great challenges to the rendering of virtual terrain. Existing terrain rendering technologies are mainly divided into two categories: [0003] One is to make terr...

Claims

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Application Information

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IPC IPC(8): G06T15/00
CPCG06T15/00
Inventor 朱长德张彬彬王波
Owner 航天远景科技(南京)有限公司
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