Computer Engineering and Applications ›› 2010, Vol. 46 ›› Issue (14): 173-175.DOI: 10.3778/j.issn.1002-8331.2010.14.050

• 图形、图像、模式识别 • Previous Articles     Next Articles

Real-time visualization of dynamic terrain based on GPU

WANG Dong,ZHANG Yu-nan,LI Han-fei,TIAN Peng   

  1. Department of Control Engineering,Academy of Armored Force Engineering,Beijing 100072,China
  • Received:2008-11-26 Revised:2009-02-19 Online:2010-05-11 Published:2010-05-11
  • Contact: WANG Dong

基于GPU的动态地形实时可视化

王 冬,张豫南,李瀚飞,田 鹏   

  1. 装甲兵工程学院 控制工程系,北京 100072
  • 通讯作者: 王 冬

Abstract: To meet the special requirement of the ruts visualization in dynamic terrain simulation,one GPU based solution is proposed in this paper,using OpenGL framebuffer object and vertex texture fetch.Firstly the height map to the initial terrain depth texture is translated directly,and then the vehicle depth texture is generated through a special render pass,and the depth offset map representing the complete set of displacement offsets for vertices is generated in success,and the continuous ruts are realized through vertex texture fetch operation in the end.At last,the experiments prove that the method is feasible and valid.

Key words: dynamic terrain, Graphic Processing Unit(GPU), vertex texture fetch, framebuffer object

摘要: 针对动态地形中车辙实时可视化的要求,利用OpenGL帧缓冲区对象(framebuffer object)和顶点纹理拾取(vertex texture fetch)功能,提出了一种基于GPU的动态地形可视化算法。首先利用高程图(heightmap)直接产生初始的地形深度纹理,然后通过配置渲染状态生成车辆深度纹理,接着生成表示地表顶点下陷位移的地形深度偏移纹理,最后利用顶点纹理拾取实现了连续更新的车辙效果。给出了完整的动态地形可视化算法,最后通过实验证明该方法是可行的、有效的。

关键词: 动态地形, 图形处理器, 顶点纹理拾取, 帧缓冲区对象

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