Real-time rendering of large-scale terrain based on OpenCL

Xiangkun Guo, Jishen Liu
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Abstract

In this paper, we propose a framework of CPU-GPU coupled computation based on OpenCL (Open Computing Language) for the real-time rendering of large-scale terrain datasets. Firstly, large-scale terrain datasets are divided into terrain chunks with the same size. Then appropriate terrain chunks are loaded into the host memory and the global memory of OpenCL device by 2-level caching mechanism and the quadtree hierarchy of LOD (Level of Detail) model is parallel constructed by OpenCL without intervention of the CPU and the multi-resolution terrain scene is rendered by OpenGL(Open Graphics Library). It is easy for OpenCL to develop program for general purpose computation in the GPU and greatly improve performance in term of execution time. Sharing data between OpenCL and OpenGL can save much memory and reduce data copy or movement. The experimental results have demonstrated that our method greatly reduces the CPU workload and balances the workload between CPU and GPU, and improves the efficiency of constructing of the LOD model and achieves higher frame rates.
基于OpenCL的大规模地形实时渲染
本文提出了一种基于OpenCL(开放计算语言)的CPU-GPU耦合计算框架,用于大规模地形数据集的实时渲染。首先,将大规模地形数据集划分为大小相同的地形块;然后通过2级缓存机制将适当的地形块加载到OpenCL设备的主机内存和全局内存中,OpenCL在不受CPU干预的情况下并行构建LOD (Level of Detail)模型的四树结构,并使用OpenGL(Open Graphics Library)渲染多分辨率地形场景。OpenCL很容易在GPU上开发通用计算程序,并且在执行时间上大大提高了性能。在OpenCL和OpenGL之间共享数据可以节省大量内存,减少数据复制或移动。实验结果表明,该方法大大降低了CPU的工作负荷,平衡了CPU和GPU的工作负荷,提高了LOD模型的构建效率,实现了更高的帧率。
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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