Symmetric Cluster Set Level of Detail for Real-Time Terrain Rendering

John Judnich, N. Ling
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引用次数: 3

Abstract

In this paper, we present an improvement for batch-based quad tree terrain rendering that drastically reduces the number of draw calls to the graphics processing unit. As a result, more fine-grained triangular optimization is possible without sacrificing triangle throughput. No extra preprocessing is required. In general, quad tree terrain algorithms recursively subdivide mesh geometry to meet visual error constraints. Batch-based techniques use buffered grid blocks as the subdivision primitive for better triangle throughput. We base our algorithm on structural observations of such terrain quad trees. First, we show that the four sub-nodes of any non-leaf can be categorized into sixteen distinct states of drawing behavior. These states are symmetric in such a way that allows just five unique geometries to represent all of them. With the additional observation that leaf nodes appear in groups of four across regions of homogeneous grid resolution, we develop a technique employing 23 unique geometric batches from which any terrain can be rendered. The resulting algorithm reliably reduces draw calls by a factor of 6 on average, and achieves render performance 30 to 50 percent faster than comparable techniques.
对称簇集的细节水平实时地形渲染
在本文中,我们提出了一种基于批处理的四叉树地形渲染的改进,它大大减少了对图形处理单元的绘制调用次数。因此,可以在不牺牲三角形吞吐量的情况下实现更细粒度的三角形优化。不需要额外的预处理。一般来说,四叉树地形算法递归细分网格几何以满足视觉误差约束。基于批处理的技术使用缓冲网格块作为细分原语,以获得更好的三角形吞吐量。我们的算法基于这种地形四叉树的结构观测。首先,我们证明了任何非叶子的四个子节点都可以被分类为16种不同的绘图行为状态。这些状态在某种程度上是对称的,只允许五种独特的几何形状来表示它们。通过额外的观察,叶节点在均匀网格分辨率的区域中以四组出现,我们开发了一种采用23个独特几何批的技术,可以从中渲染任何地形。由此产生的算法可靠地将绘制调用平均减少了6倍,并且实现了比同类技术快30%到50%的渲染性能。
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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