计算机工程与应用 ›› 2013, Vol. 49 ›› Issue (4): 213-218.

• 图形图像处理 • 上一篇    下一篇

分块LOD连续非线性分布的地形渲染

张兵强1,张立民1,李垠广2,张建廷1   

  1. 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
  • 出版日期:2013-02-15 发布日期:2013-02-18

Terrain rendering of blocks LOD continuous non-linear distribution

ZHANG Bingqiang1, ZHANG Limin1, LI Yinguang2, ZHANG Jianting1   

  1. 1.Institute of Flight Simulation Technology, Naval Aeronautical and Astronautical University, Yantai, Shandong 264001, China
    2.Navy Academy of Armament, Beijing 100161, China
  • Online:2013-02-15 Published:2013-02-18

摘要: 基于四叉树的数据结构,提出了一种适于GPU批处理的地形可视化算法,以地形分块作为基本的处理单元,使用同一个顶点缓冲区对象实现所有地形块三角形集的渲染,提出了地形分块非线性分布的LOD选取函数,通过提出的地形块综合平滑因子,在顶点着色器上实现了高程值的平滑过渡,给出了GPU上算法的处理过程。实验对比结果表明,该算法地形绘制LOD层次调节方便,具有较高的地形渲染效率。

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

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.

Key words: terrain rendering, Level of Detail(LOD), quadtree, vertex texture fetch, Graphic Processing Unit(GPU)