Patents
Literature
Hiro is an intelligent assistant for R&D personnel, combined with Patent DNA, to facilitate innovative research.
Hiro

57 results about "Terrain rendering" patented technology

Terrain rendering covers a variety of methods of depicting real-world or imaginary world surfaces. Most common terrain rendering is the depiction of Earth's surface. It is used in various applications to give an observer a frame of reference. It is also often used in combination with rendering of non-terrain objects, such as trees, buildings, rivers, etc.

Three-dimensional terrain model real-time smooth drawing method with combination of GPU technology

InactiveCN105336003ATroubleshoot preprocessing issuesEliminate noise3D modellingVideo memoryEngineering
The invention provides a three-dimensional terrain model real-time smooth drawing method with combination of a GPU technology, and belongs to the technical field of image processing. The objective of the invention is to provide the three-dimensional terrain model real-time smooth drawing method with combination of the GPU technology so that cache reuse in multiple times of drawing can be realized based on the current popular programmable GPU technology with a global digital elevation model acting as a data source, and load of computation space is effectively reduced. The method comprises the steps of construction of a multi-resolution pyramid model, elimination of image noise points, filtering of images, partitioning of planar projection of the earth according to equal latitude and longitude, and construction of different hierarchical levels of pyramid layers according to a mode from the top to the bottom. Acceleration and enhancement of terrain rendering are realized based on the programmable GPU technology, i.e. all phases of a graphical drawing pipeline are controlled by using shader languages, two and textures are respectively generated by vertex information and index information of elevation data to be stored in video memory for scheduling of whole terrain drawing; and vertex interpolation and migration are performed in the geometric phase by utilizing a curved surface subdivision and fractal technology so that procedural details are generated and the phenomenon of edges and corners of the terrain mesh when resolution is insufficient can be compensated.
Owner:PLA AIR FORCE AVIATION UNIVERSITY

System and methods for displaying a partial images and non-overlapping, shared-screen partial images acquired from vision systems

A novel and non-trivial system and methods for displaying partial images and non-overlapping images acquired by vision systems representing scene is disclosed. A system is disclosed for displaying partial images and shared, non-overlapping images on a display comprises a forward-looking imaging device system, an image system, a terrain rendering processor, and an indicating system. The terrain rendering processor determines, based on visibility data, which part of an image of one system will be displayed. A method is disclosed for displaying a partial image on a display unit. A terrain rendering processor determines acceptable and unacceptable visibility data based on contrast data of first image data, and based on such determination, presents image data corresponding to unacceptable data to the indicating system for presentation on a display unit. A second method is disclosed for displaying two images on a display unit of an aircraft. A terrain rendering processor determines acceptable and unacceptable visibility data based on contrast data of first image data, and based on such determination, presents image data corresponding to both acceptable and unacceptable data to the indicating system for presentation on a display unit.
Owner:ROCKWELL COLLINS INC

Three-dimensional vector real-time dynamic stacking technique based on LOD (Level of Detail) transparent textures

The invention discloses a three-dimensional vector real-time dynamic stacking technique based on multiple LOD (Level of Detail) transparent textures. The three-dimensional vector real-time dynamic stacking technique comprises the following steps of: firstly, drawing various vector layers on the transparent textures of corresponding plotting scales respectively in an internal memory through data pre-processing, automatically carrying out block cutting on the vector layers, then saving the vector layers in a disk as an LOD pyramid data storage structure, and establishing a mapping relation with a same-level terrain and an image data block; and secondly, in a real-time terrain rendering and roaming stage, loading the transparent textures of vectors of the corresponding layers through dynamic selection, stacking the vector layers into the same level of image data block according to an established Alpha passage, and realizing the real-time stacking of the vector layers in the three-dimensional terrain based on an internal memory multi-passage texture blending technology. According to seamless visualization of high-resolution vector map data and a digital elevation model, the effect of the high-resolution vector map data and the digital elevation model in spatial information expression and analysis can be enhanced. According to the technique, the real time stacking of multilayer vector data in the rendering and roaming stage of a large-scale three-dimensional terrain scene is realized, and the dynamic interactive screening of the vector layers is supported.
Owner:北京峰盛博远科技股份有限公司

Accelerated terrain rendering method based on graphics processor

InactiveCN102750725AEliminate T-crack problemsSave resources3D-image renderingHeight mapLevel of detail
The invention discloses an accelerated terrain rendering method based on a graphics processor. Not only a problem of a T-shaped crack occurring in a level of detail (LOD) rendering process can be solved effectively, but also operation resource of a central processing unit (CPU) is saved, and a processing performance of the CPU is improved due to the fact that calculation is based on the graphics processor. By means of the method, a large-scale terrain can be rendered on a computer only supporting Direct three-dimensional (3D) 9 in high quality and high performance mode, and the method can be widely applied to 3D games and virtual reality application programs. The accelerated terrain rendering method includes the following steps: dividing an original terrain image into a plurality of terrain blocks with same area; using LOD terrain rendering arithmetic, and building different LOD-level vertex buffer and index buffer; using a quad-tree to organize the whole original terrain, each leaf node corresponds to a terrain block; rendering the terrain; using a graphics processing unit (GPU) to conduct Vertex Shader programming, obtaining height value of a terrain block vertex from a height map by using a vertex texture sampling function; and modifying the height value of a vertex.
Owner:南京安讯网络服务有限公司

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

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.
Owner:航天远景科技(南京)有限公司

Visual synthesis method and system based on low-power-consumption hardware platform

The invention discloses a visual synthesis method and system based on a low-power-consumption hardware platform. The method comprises determining a terrain tile level through a preset terrain tile grading model and based on the ground clearance of an airplane, thereby calculating terrain tile data according to the level. The method is capable of reducing the number of tiles participating in subsequent calculation and final rendering, reducing performance consumption and increasing frame rate; in addition, the problem of flicker at the tile boundary due to insufficient vertex depth value precision is solved through a method of converting world coordinates into relative coordinates; and a specific satellite image data storage format is adopted, so that the loading speed can be increased whenthe satellite image data is loaded. The system can smoothly operate the synthetic vision system under the low-power hardware platform, can flexibly configure the terrain rendering precision in the synthetic vision and the number of three-dimensional objects in the scene according to different application scenes and requirements, and adapts to the rendering performance of different low-power hardware platforms.
Owner:CHENGDU ZIRUI QINGYUN AEROSPACE TECH CO LTD +1
Who we serve
  • R&D Engineer
  • R&D Manager
  • IP Professional
Why Eureka
  • Industry Leading Data Capabilities
  • Powerful AI technology
  • Patent DNA Extraction
Social media
Try Eureka
PatSnap group products