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Dynamic Terrain Simulation Research And Implementation

Posted on:2013-11-25Degree:MasterType:Thesis
Country:ChinaCandidate:R G XuFull Text:PDF
GTID:2248330374485289Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
With the widespread use of computers, virtual invironment technology playing anincreasingly pivotal role in military training, scientific experiments, live entertainment.so it is an important aspect of computer applications.The terrain is an important part invirtual invironment, it is not only the main body of the virtual natural,but alsointeractive platform for people and objects.In the past, rendering of terrain is always static, it is mean that terrains’ geometry,texture and so on, can not change at any time, this will inevitably reduce the fidelity ofthe virtual terrain, so people put forward dynamic terrain which is real-time, interactiverendering to meet the demand of experience in virtual invironment. In this dissertation, Iimprove the running speed of regular square grid ROAM algorithm, by reducing thecomputational overhead of the algorithm.Calculation and update of the topographic data in traditional terrain algorithm is byCPU. with a substantial increase in modern programmable GPU computingperformance, and GPU programming language improved and optimized, so that we cantransfer a lot of CPU-based graphics computing to the GPU, not only make the CPUfree from the heavy computing tasks, but also can make full use of GPU computingfeatures. In this dissertation, topographic data change and rendering of dynamic terrainbe transferred to the GPU, by using GPU shader programming.By studying the previous dynamic terrain rendering algorithm based on regular gridROAM algorithm, combined with the error ball and vertex DAG, In this dissertation,improved the extended vertex state determination method in dynamic extendedresolution (DEXTER), reducing the number of vertices of the Calculation, improves therunning speed.In order to be able to use GPU-accelerated rendering algorithm for dynamicterrain,In this dissertation, puts forward the calculation method of object space visibleerror, through a simple comparison of object space error value, can quickly determinethe active state of extended vertex. Useing frame buffer object (FBO) in OpenGL andvertex texture fetch (VTF) in GPU programmable pipeline, transfer the effect calculation of dynamic terrain topography changes in deformed region to GPU, reducethe CPU computational overhead, increasing the running speed of the algorithm, toachieve the dynamic terrain real-time interaction and drawing.
Keywords/Search Tags:dynamic terrain, programmable GPU, VTF, FBO
PDF Full Text Request
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