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A Rendering Method Of Large-scale Terrain Scene

Posted on:2008-02-02Degree:MasterType:Thesis
Country:ChinaCandidate:C X WuFull Text:PDF
GTID:2178360218955564Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Real-time rendering technology for Large-scale terrain is becoming a hot field whichattracts more and more researchers' attention at present. It has been widely used in simulationof battlefield, GIS, flight training, flood controlling and outdoor games etc.Almost research for the real-time rendering of the terrain scene is to struggle to improverendering algorithm efficiency, then to satisfy the requirements of real-time rendering.However, when faced with the massive complex terrain, existing methods still exist theproblem of mesh optimization complicated, rendering low efficiency. Graphics processingunit (GPU) has been developing rapidly in recent years. GPU has the functions of completegeometric transformation, light texture and calculation functions, and its appearance willmake CPU be released from complex 3D geometric computations, and Rendering Algorithmcan give more operations to GPU to reduce CPU burden. Therefore, it becomes hot researchissues that how we can develop GPU performance to improve rendering efficiency in terrainrendering based on GPU.The thesis will be transferred to the scene simplified algorithm for processing GPU, theGPU through its parallel computing to accelerate, improve the algorithm's computationalspeed. Major tasks will include the following three parts:(1) The thesis compares and analyses the existing terrain rendering algorithm, introducesa improved rendering method of multi-resolution terrain model based on GeoMipMappingmethod; The algorithm simplifies and speeds up the creation of multi-resolution mesh forterrain by using an index buffer sequence, which resides in video memory, to represent terrainblocks' detail levels.(2) The thesis solves the popping and cracking problem. Using GPU's programmablepipeline and general computing capacity, implement Geo-Morphing in vertex shader stage ofrendering pipeline.(3) Combined the actual project units, A GPU-Based system for large-scale terrainrendering is implemented using the above improved methods. The experimental resultsdemonstrate that the system develops GPU performance, reduces CPU overhead andimproves the rendering frame rate.
Keywords/Search Tags:GPU, LOD, Terrain Simplification, Index Buffer Sequence
PDF Full Text Request
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