Real-Time Visualization of Virtual Huge Texture

Zeyu Li, Hui Li, Anxiang Zeng, Lian Wang, Yongwen Wang
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引用次数: 5

Abstract

Huge texture is an important component in many civil and military simulations. These textures are often too large to fit into video memory, even system memory, causing a bottleneck. In this paper, we present an efficient large texture management technique which is inspired by clip map[11]. The clipmap algorithm caches a subset of the texture mipmap pyramid in video memory and updates incrementally based on toroidal mapping. To date, it is not supported on most GPU. We provide an approach to implement it on the latest generation of commodity GPUs using programmable shaders, and has some supplement or improvement in data organization, rendering quality, efficiency, etc. The experiment shows the high efficient and high quality of this algorithm by visualizing a 2^16×2^15 virtual texture.
虚拟巨大纹理的实时可视化
巨大的纹理是许多民用和军用仿真中的重要组成部分。这些纹理通常太大,无法容纳视频内存,甚至系统内存,从而造成瓶颈。在本文中,我们提出了一种高效的大纹理管理技术,该技术的灵感来自clip map[11]。clipmap算法在视频内存中缓存纹理mipmap金字塔的一个子集,并基于环形映射增量更新。到目前为止,大多数GPU不支持它。我们提供了一种使用可编程着色器在最新一代商用gpu上实现它的方法,并在数据组织、渲染质量、效率等方面有一些补充或改进。通过2^16×2^15虚拟纹理的可视化实验,验证了该算法的高效性和高质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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