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1.
面向GPU的批LOD地形实时绘制   总被引:1,自引:0,他引:1       下载免费PDF全文
为提高大规模地形实时渲染时的绘制效率,提出一种使用地形分块作为处理单元的批LOD算法。在预处理阶段,将多分辨率的地形数据划分成适于GPU批处理的分块,使用四叉树进行分块的有效组织。在此基础上,提出一种基于分块绘制的LOD误差标准,简化层次选取的计算量,通过增加"裙"和进行几何变形实现了层次间的有效过渡;实时绘制过程中,使用视锥裁剪减少进入图形硬件的数据量,利用地形四叉树列表和预测机制实现地形数据的有效加载管理。实验结果表明,本文算法能够充分发挥图形硬件的性能,具有较高的地形实时渲染效率。  相似文献   

2.
在采用层状纹理切片来表达真实感毛发的方法中,模型轮廓处毛发切片的计算与生成需要耗费很多时间,影响绘制效率。针对此问题,提出一种利用图形处理器(GPU)可编程能力的轮廓毛发快速生成技术。该技术通过为顶点设计一种“边信息”的数据结构,将轮廓边的检测及轮廓毛发切片的生成完全转移到了GPU中进行,从而大大加速了轮廓毛发的处理,提高了真实感毛发的绘制效率。  相似文献   

3.
In this paper we present a novel real-time cartoon-style rendering approach, which targets very large meshes. Cartoon drawing usually uses a limited number of colors for shading and emphasizes special effects, such as sharp curvature and silhouettes. It also paints the remaining large regions with uniform solid colors. Our approach quantizes light intensity to generate different shadow colors and utilizes multiresolution mesh hierarchy to maintain appropriate levels of detail across various regions of the mesh. To comply with visual requirements, our algorithm exploits graphics hardware programmability to draw smooth silhouette and color boundaries within the vertex and fragment processors. We have adopted a simplification scheme that executes simplification operators without incurring extra simplification operations as a precondition. The real-time refinement of the mesh, which is performed by the graphics processing unit (GPU), dramatically improves image quality and reduces CPU load.  相似文献   

4.
提出基于平滑粒子流体力学的自由界面流体模拟方法,采用了范德瓦尔斯方程与粒子间短距离排斥力和长距离吸引力作用的表面张力,设计出基于GPU的粒子泼溅算法。渲染算法完全消除了时间离散假象,具有交互式的高质量渲染效果。与传统拉格朗日算法相比,该方法具有简化的表面张力模型,快速的渲染方式,减小了运算的复杂性,有效提高了系统的运行速度。  相似文献   

5.
Particle-based simulations are widely used to simulate fluids. We present a real-time rendering method for the results of particle-based simulations of water. Traditional approaches to visualize the results of particle-based simulations construct water surfaces that are usually represented by polygons. To construct water surfaces from the results of particle-based simulations, a density function is assigned to each particle and a density field is computed by accumulating the values of the density functions of all particles. However, the computation of the density field is time consuming. To address this problem, we propose an efficient calculation of density field using a graphics processing unit (GPU). We present a rendering method for water surfaces sampled by points. The use of the GPU permits efficient simulation of optical effects, such as refraction, reflection, and caustics.  相似文献   

6.
Seamless patches for GPU-based terrain rendering   总被引:4,自引:0,他引:4  
In this paper we present a novel approach for interactive rendering of large terrain datasets. Our approach is based on subdividing a terrain into rectangular patches at different resolutions. Each patch is represented by four triangular tiles that are selected form different resolutions, and four strips which are used to stitch the four tiles in a seamless manner. Such a scheme maintains resolution changes within patches through the stitching strips, and not across patches. At runtime, these patches are used to construct a level-of-detail representation of the input terrain based on view-parameters. A selected level of detail only includes the layout of the patches and their boundary edges resolutions. The layout includes the location and dimension of each patch. Within the graphics hardware, the GPU generates the meshes of the patches by using scaled instances of cached tiles and assigns elevation for each vertex from cached textures. Since adjacent rectangular patches agree on the resolution of the common edges, the resulted mesh does not include cracks or degenerate triangles. Our algorithm manages to achieve quality images at high frame rates while providing seamless transition between different levels of detail.  相似文献   

7.
Traditional volume rendering does not incorporate a number of optical properties that are typically observed for semi-transparent materials, such as glass or water, in the real world. Therefore, we have extended GPU-based raycasting to spectral volume rendering based on the Kubelka–Munk theory for light propagation in parallel colorant layers of a turbid medium. This allows us to demonstrate the effects of selective absorption and dispersion in refractive materials, by generating volume renderings using real physical optical properties. We show that this extended volume rendering technique can be easily incorporated into a flexible framework for GPU-based volume raycasting. Our implementation shows a promising performance for a number of real data sets. In particular, we obtain up to 100 times the performance of a comparable CPU implementation. Electronic supplementary material Supplementary material is available in the online version of this article at and is accessible for authorized users.  相似文献   

8.
基于CUDA海量空间数据实时体绘制研究   总被引:1,自引:0,他引:1  
针对海量空间科学数据的精细及实时三维绘制需求,提出并实现了一种基于CUDA语言的并行化光线投射体绘制加速算法,利用传统体绘制算法中光线投射法的可并行特点和GPU中高速的纹理查询的优点,通过一个实际坐标到纹理坐标的转换函数实现了对不规则采样数据的准确采样,并完成了绘制算法的CUDA并行化改造,通过CUDA语言利用GPU强大的并行计算能力实现了对海量空间数据的实时三维光线投射绘制.  相似文献   

9.
In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by flattening the geometry and lighting information of objects into textures to calculate multi-scattering in texture spaces. We decompose the process into two stages, called the gathering and scattering corresponding to the computations for incident and exident irradiance respectively. We derive a simplified illumination model for the gathering of the incident irradiance, which is amenable for deformable models using two auxiliary textures. In the scattering stage, we adopt two modes for efficient accomplishment of the view-dependent scattering. Our approach is implemented by fully exploiting the capabilities of graphics processing units (GPUs). It achieves visually plausible results and real-time frame rates for deformable models on commodity desktop PCs.  相似文献   

10.
目的 体绘制是3维数据可视化的主要方法之一。用于体绘制的数据体中包含有大量的空体素,导致光线投射算法进行没有意义的重采样计算,必然降低绘制算法效率。针对全空子数据体体绘制低效问题,提出基于GPU体高效绘制方法。方法 利用八叉树数据结构组织数据,有效管理包含许多空体素的子数据体。通过绘制八叉树非全空叶子节点子数据体表面,使光线投射算法中起始和终止重采样位置更接近数据体中的可视部分,同时根据八叉树全空节点子数据体判定纹理查询结果,计算合适的跳跃步长,快速跳过八叉树中全空节点子数据体。结果 当数据体中空体素较多时,确定合适的八叉树深度,有效地跳过数据体中的空体素,减少体绘制运算量,实现对原基于体包围盒表面绘制的GPU光线投射算法的加速。结论 设计不透明度函数,凸显数据体中层位面,并将算法成功应用于地震数据可视化,取得很好应用效果。  相似文献   

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