基于cuda的实时无界海洋渲染

H. Pan, Yalin Zhang
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引用次数: 0

摘要

在模拟大尺度海水时,高度场和网格数据更新频繁,降低了整个虚拟场景的帧率。提出了一种基于cuda的无界海洋实时渲染框架。首先,利用FFT方法在GPU上计算高度场数据;然后,采用连续LOD自适应算法创建整个视锥台相关动态网格,并在CUDA内核中更新顶点位置。最后,利用GPU上的高度场数据生成法线贴图,并混合柏林噪声对海洋表面进行阴影处理。在渲染循环期间,在GPU内存和主内存之间传输的数据受到约束。实验表明,该框架在网格更新效率上比CPU实现提高了数倍,并获得了实时、逼真的海洋渲染效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
CUDA-Based Real-Time Unbounded Ocean Rendering
Height field and grid data are frequently updated during simulation of large scale ocean water, which reduces the frame rates of whole virtual scene. A CUDA-based framework for unbounded real-time ocean rendering is proposed in this paper. Firstly, height field data is calculated on GPU using FFT method. Then the whole view frustum dependent dynamic grid is created by an adaptive algorithm with continuous LOD, and positions of vertices are updated in CUDA kernels. Finally, normal map is generated using height field data on GPU and blended with perlin noise to shade ocean surface. Data transferred between GPU memory and primary memory is constrained during rendering loop. Experiments show the proposed framework achieves several times of speedup in grid updating efficiency than CPU implementation, and gets real-time and realistic ocean rendering results as well.
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