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Hardware Acceleration of Terrain Visualization Using ef-Buffers

机译:使用ef缓冲区的地形可视化的硬件加速

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摘要

Quadtree-based terrain visualization methods have been used in a lot of applications. However, because most procedures are performed on the CPU, the rendering speed is slow. In this paper, we present a quadtree-based terrain visualization method working on the GPU with specially designed data structure, the error-buffer and flag-buffer named ef-buffers. In pre-processing step, error metrics are computed in world space and the error metrics are transferred to the error-buffer. In rendering time, LOD selection and view-frustum culling are processed by evaluating the error metrics. The result is stored into the flag-buffer. To remove cracks or T-junction, the flag-buffer is refined. Then triangu-lation is performed using the flag-buffer. This method reduces CPU load and performs time consuming jobs such as LOD selection and view-frustum culling on the GPU. We can conclude that our method much faster than CPU-based rendering method without loss of image quality.
机译:基于四叉树的地形可视化方法已在许多应用中使用。但是,由于大多数过程都是在CPU上执行的,因此渲染速度很慢。在本文中,我们提出了一种基于四叉树的地形可视化方法,该方法在具有特殊设计的数据结构,错误缓冲区和标志缓冲区(称为ef缓冲区)的GPU上运行。在预处理步骤中,将在世界空间中计算错误指标,并将错误指标传输到错误缓冲区。在渲染时,通过评估错误指标来处理LOD选择和视锥平截。结果存储在标志缓冲区中。为了消除裂纹或T型结,对标志缓冲区进行了改进。然后使用标志缓冲区执行三角剖分。此方法减少了CPU负载,并在GPU上执行了耗时的工作,例如LOD选择和视锥平顶剔除。我们可以得出结论,我们的方法比基于CPU的渲染方法快得多,而不会损失图像质量。

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