Abstract:
To avoid “Wobbling” and “Pieces” phenomena generated by 32 bit representation of Graphics Processing Unit(GPU) when space scene visualization with high numerical range is implemented, a draw solution with grouping and gradation is put forward. The objects in scene are classified as a big entity and a small entity based on reasons of phenomena above. Objects are grouped according to relations between objects and characteristic of space scene. The draw method for objects in group is designed. Experimental results show that the realization of space scene visualization image based on the method introduced above is correct and stable.
Key words:
space scene,
visualization,
floating point precision,
Graphics Processing Unit(GPU)
摘要: 在具有极大数值范围的空间场景中实现可视化时,为避免图形处理器以32 bit单精度浮点表示所产生的“Wobbling”、“Pieces”等现象,提出分组分次绘制的解决方法。针对上述现象产生的原因,将场景中的对象分为大实体和小实体,根据空间场景的特征和对象之间的关系将场景中的对象分组,设计组内对象的绘制方法。实验结果表明,基于以上方法实现的空间场景可视化图像正确稳定。
关键词:
空间场景,
可视化,
浮点精度,
图形处理器
CLC Number:
HONG Rong-Feng, LIAO Hua-Jun. Research on Floating Point Precision Problem for Large-scale Space Scene Visualization[J]. Computer Engineering, 2011, 37(16): 276-278.
汪荣峰, 廖学军. 大尺度空间场景可视化中浮点精度问题研究[J]. 计算机工程, 2011, 37(16): 276-278.