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计算机工程 ›› 2012, Vol. 38 ›› Issue (12): 201-204. doi: 10.3969/j.issn.1000-3428.2012.12.060

• 图形图像处理 • 上一篇    下一篇

基于综合LOD因子的自适应GPU地形渲染

张兵强,张立民,艾祖亮,张建廷   

  1. (海军航空工程学院电子信息工程系飞行仿真技术研究所,山东 烟台 264001)
  • 收稿日期:2011-09-16 出版日期:2012-06-20 发布日期:2012-06-20
  • 作者简介:张兵强(1981-),男,讲师、博士研究生,主研方向:计算机图形学,视景仿真;张立民,教授、博士生导师;艾祖亮、张建廷,博士研究生

Adaptive GPU Terrain Rendering Based on Synthetical LOD Factor

ZHANG Bing-qiang, ZHANG Li-min, AI Zu-liang, ZHANG Jian-ting   

  1. (Institute of Flight Simulation Technology, Department of Electronic and Information Engineering, Naval Aeronautical Engineering University, Yantai 264001, China)
  • Received:2011-09-16 Online:2012-06-20 Published:2012-06-20

摘要: 根据四叉树的地形分块数据组织形式,提出一种面向图形处理器(GPU)的自适应地形渲染算法。将综合细节层次因子作为地形块节点评价函数,对静态地形块误差、动态视点依赖误差和视点移动速度进行量化,在顶点着色器上实现高程值的平滑过渡,消除突跃现象,并通过添加“裙”遮盖裂缝。实验结果表明,该算法的地形自适应性较好,具有较高的帧率和GPU利用率。

关键词: 地形渲染, 细节层次, 四叉树, 误差度量, 顶点着色器, 图形处理器

Abstract: In order to overcome the limitations in adaptivity of existing Graphics Processing Unit(GPU) terrain rendering method, based on the data structure of quadtree for terrain blocks, an adaptive terrain rendering method is proposed using synthetical Level of Detail(LOD) factor. The LOD evaluation function comprehensively considers three factors: the static blocks roughness error, the dynamic view-dependent error and the viewpoint moving speed influence. The vertex’s height value is smoothly geomorphed in the GPU Vertex Shader(VS) for eliminating the pops using the synthetical LOD factor. The skirts are used to avoid producing cracks. Experimental results show that the method has better adaptivity. It can obtain higher frame rates and GPU utilization ratio.

Key words: terrain rendering, Level of Detail(LOD), quadtree, error metric, Vertex Shader(VS), Graphics Processing Unit(GPU)

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