首页 | 官方网站   微博 | 高级检索  
     

屏幕空间自适应的地形Tessellation绘制
引用本文:张兵强,张立民,艾祖亮,张建廷.屏幕空间自适应的地形Tessellation绘制[J].中国图象图形学报,2012,17(11):1431-1438.
作者姓名:张兵强  张立民  艾祖亮  张建廷
作者单位:海军航空工程学院电子信息工程系飞行仿真技术研究所, 烟台 264001;海军航空工程学院电子信息工程系飞行仿真技术研究所, 烟台 264001;海军航空工程学院电子信息工程系飞行仿真技术研究所, 烟台 264001;海军航空工程学院电子信息工程系飞行仿真技术研究所, 烟台 264001
摘    要:为了在大规模真实感地形渲染中利用GPU硬件加速的Tessellation技术,在对地形Tessellation原理分析的基础上,提出一种屏幕空间自适应的地形Tessellation绘制算法,实现了在GPU内部对地形模型的三角形自适应细分。该算法采用Tile和Patch的形式对地形数据进行分层组织,在CPU和GPU上分别以Tile和Patch为基础实现地形LOD(level of detail)的自适应简化;提出在Hull Shader上基于Patch边界的细分系数计算模型,确保了Patch细分时的无缝连接;给出了Domain Shader上置换贴图的处理过程,以实现细分顶点的高程纹理映射;并且采用了两级视锥体裁剪机制,减少了渲染数据的冗余量。实验结果表明,该算法具有较好的屏幕空间自适应性和渲染性能,能够在输入粗糙网格的基础上,渲染输出高分辨率几何细节特征的地形模型。

关 键 词:地形渲染  拆嵌细分曲面  置换贴图  细节层次  图形处理器
收稿时间:2011/12/1 0:00:00
修稿时间:2012/5/14 0:00:00

Screen-space adaptive tessellation for terrain rendering
Zhang Bingqiang,Zhang Limin,Ai Zuliang and Zhang Jianting.Screen-space adaptive tessellation for terrain rendering[J].Journal of Image and Graphics,2012,17(11):1431-1438.
Authors:Zhang Bingqiang  Zhang Limin  Ai Zuliang and Zhang Jianting
Affiliation:Institute of Flight Simulation Technology, Department of Electronic and Information Engineering, Naval Aeronautical and Astronautical University, Yantai 264001, China;Institute of Flight Simulation Technology, Department of Electronic and Information Engineering, Naval Aeronautical and Astronautical University, Yantai 264001, China;Institute of Flight Simulation Technology, Department of Electronic and Information Engineering, Naval Aeronautical and Astronautical University, Yantai 264001, China;Institute of Flight Simulation Technology, Department of Electronic and Information Engineering, Naval Aeronautical and Astronautical University, Yantai 264001, China
Abstract:In order to render large-scale terrain on graphics processing units (GPU)using hardware-accelerated tessellation, a screen-space adaptive tessellation algorithm for terrain rendering is presented. The triangulation is performed entirely on the GPU, based on analyzing the principle of terrain tessellation. The proposed approach organizes the terrain data hierarchically by tiles and patches, which is the base for a terrain LOD simplification approach processed separately on the CPU and GPU. The edge-based tessellation LOD model for each patch is constructed to compute the tessellation factors in the Hull Shader for the water tightness surface. The procedure for terrain displacement mapping in the Domain Shader is designed to offset and transform each vertex height. Furthermore, a two-level view frustum culling mechanism is used to minimize the data to be rendered. The experimental results show that the algorithm has better screen-space adaptivity and rendering performance. It can produce the terrain model with high resolution geometric details in spite of inputting coarse triangle meshes.
Keywords:terrain rendering  tessellation  displacement mapping  level of detail  graphics processing unit
本文献已被 CNKI 等数据库收录!
点击此处可从《中国图象图形学报》浏览原始摘要信息
点击此处可从《中国图象图形学报》下载免费的PDF全文
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司    京ICP备09084417号-23

京公网安备 11010802026262号