基于GPU的高效交互式地形绘制分形压缩方法

U. Erra, V. Scarano, D. Guida
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引用次数: 1

摘要

本文描述了一种高效的大型地形表面渲染技术。该技术基于一个简单的环结构:一系列不同分辨率的同心圆,并以观看者的位置为中心。每个环由一组相同分辨率的补丁表示。靠近观测者的光环比远离观测者的光环具有更好的分辨率。在运行时,环内的补丁会根据观看者的位置改变分辨率。GPU解码由分形压缩器编码的实时高度图,从中采样地形的高度成分。由于不同环的相邻补丁在公共边的分辨率上可能不一致,GPU缝合网格以避免任何裂缝或退化三角形。渲染的网格确保没有可能导致视觉伪影的裂缝。此外,为了在磁盘存储上维护地形数据集,对tile管理器支持进行了评估,从而避免了将整个数据集加载到内存中的代价高昂。分类和主题描述符(根据ACM CCS): I.3.3[计算机图形学]:图片和图像生成I.3.7[计算机图形学]:三维图形学和现实主义I.3.7[计算机图形学]:分形
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fractal Compression Approach for Efficient Interactive Terrain Rendering on the GPU
This paper describes an efficient technique for the renderingof large terrain surfaces. The technique is based on a simple rings structure:a sequenceof concentricrings at different resolutionsand centeredon the viewer’s position. Each ring is represented by a set of patches at identical resolutions. Rings near the viewer have a finer resolution than the rings further from the viewer. At runtime, the patches within the rings change resolution based on the viewer’s position. The GPU decodes in real time height maps encoded by a fractal compressorfrom which sample the height component of the terrain. Since adjacent patches of different rings can disagree on the resolution of common edge GPU stitches the meshes in order to avoid any cracks or degenerate triangles. The renderedmeshes ensurethe absenceof cracks that may cause the appearanceof visual artifacts. In addition, a tile managersupport is evaluated in order to maintain terrain datasets on disk storage avoiding a costly load of the entire datasets into the memory. Categories and Subject Descriptors (according to ACM CCS) : I.3.3 [Computer Graphics]: Picture and Image Gener-ation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism I.3.7 [Computer Graphics]: Fractals
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