计算机工程与应用2013,Vol.49Issue(4):213-218,6.DOI:10.3778/j.issn.1002-8331.1107-0032
分块LOD连续非线性分布的地形渲染
Terrain rendering of blocks LOD continuous non-linear distribution
张兵强 1张立民 1李垠广 2张建廷1
作者信息
- 1. 海军航空工程学院飞行仿真技术研究所,山东烟台264001
- 2. 海军装备研究院,北京100161
- 折叠
摘要
Abstract
Based on the data structure of quadtree, a batched terrain rendering algorithm for GPU is proposed in which terrain blocks are handled as the basic processing units. The same vertex buffer object is used for all blocks triangle patches. A continuous LOD function causing block LOD non-linear distribution is presented. The vertex' s height value is smoothly geomorphed in the vertex shader through the synthetical block morphing factor. Then the paper introduces the GPU processing procedures for this algorithm. The higher rendering efficiency of this method is validated by presenting experimental results on large elevation models and the rendering block LOD can be easily adjusted.关键词
地形渲染/细节层次/四叉树/顶点纹理拾取/图形处理器Key words
terrain rendering/Level of Detail (LOD)/quadtree/vertex texture fetch/Graphic 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,李垠广,张建廷..分块LOD连续非线性分布的地形渲染[J].计算机工程与应用,2013,49(4):213-218,6.