节点文献
GPU实现的快速分层地形渲染算法
A GPU based fast layering algorithm for terrain rendering
【摘要】 随着GPU性能的飞速提升,越来越多的地形渲染算法能够完全由GPU实现.本文提出了一种新的完全基于GPU的地形渲染算法.该算法使用顶点着色器完成中间数据生成,在几何着色器中使用之前生成的信息完成地形的LOD操作和网格的动态生成.该算法不仅具有易于在GPU上实现的特点,同时能够提供无缝的、自适应地形起伏的渲染效果.这也顺应了图形学的主流:将图形计算或对几何体的操作从CPU转移到GPU上,从而做到无需CPU的干预,降低数据传输量,节约通信带宽的目的.实验证明,该算法适合于处理较大规模地形块.
【Abstract】 With the ever-increasing performance of GPU, more and more algorithms of terrain rendering can be implemented completely on it.In this text,a novel algorithm is come up with.This algorithm uses Vertex Shader to generate intermedia data,and then taking advantage of Geometry Shader to fulfill the operation of terrain LOD and generation of terrain mesh with the help of the intermedia data.The algorithm not only possesses a GPU-friendly feature,but enable to provide a seamless and ups-and-downs adaptive rendering effects.It follows the mainstream of CG that is through the transferring of graphic computation from CPU to GPU,programs will achieve a goal of getting ride of CPU intervention,decreasing data throughput and saving communication bandwidth.As the experiment proved,our new algorithm is good at dealing with large-scale terrain block.
【Key words】 computer graphics; GPU; terrain rendering; Vertex Shader; Geometry Shader;
- 【文献出处】 软件 ,Software , 编辑部邮箱 ,2012年11期
- 【分类号】TP391.41
- 【被引频次】4
- 【下载频次】62