计算机工程2012,Vol.38Issue(12):201-204,4.DOI:10.3969/j.issn.1000-3428.2012.12.060
基于综合LOD因子的自适应GPU地形渲染
Adaptive GPU Terrain Rendering Based on Synthetical LOD Factor
张兵强 1张立民 1艾祖亮 1张建廷1
作者信息
- 1. 海军航空工程学院电子信息工程系飞行仿真技术研究所,山东烟台264001
- 折叠
摘要
Abstract
In order to overcome the limitations in adaptivity of existing Graphics Processing Unit(GPU) terrain rendering method, based on the data structure of quadtree for terrain blocks, an adaptive terrain rendering method is proposed using synthetical Level of Detail(LOD) factor. The LOD evaluation function comprehensively considers three factors: the static blocks roughness error, the dynamic view-dependent error and the viewpoint moving speed influence. The vertex's height value is smoothly geomorphed in the GPU Vertex ShaderfVS) for eliminating the pops using the synthetical LOD factor. The skirts are used to avoid producing cracks. Experimental results show that the method has better adaptivity. It can obtain higher frame rates and GPU utilization ratio.关键词
地形渲染/细节层次/四叉树/误差度量/顶点着色器/图形处理器Key words
terrain rendering/ Level of Detail(LOD)/ quadtree/ error metric/ Vertex ShaderfVS)/ Graphics Processing Unit(GPU)分类
信息技术与安全科学引用本文复制引用
张兵强,张立民,艾祖亮,张建廷..基于综合LOD因子的自适应GPU地形渲染[J].计算机工程,2012,38(12):201-204,4.