高级检索
李白云, 赵春霞. GPU实时构建四叉树的快速地形渲染算法[J]. 计算机辅助设计与图形学学报, 2010, 22(12): 2259-2264.
引用本文: 李白云, 赵春霞. GPU实时构建四叉树的快速地形渲染算法[J]. 计算机辅助设计与图形学学报, 2010, 22(12): 2259-2264.
Li Baiyun, Zhao Chunxia. A GPU Based Run-Time Quad-Tree Construction Method for Fast Terrain Rendering[J]. Journal of Computer-Aided Design & Computer Graphics, 2010, 22(12): 2259-2264.
Citation: Li Baiyun, Zhao Chunxia. A GPU Based Run-Time Quad-Tree Construction Method for Fast Terrain Rendering[J]. Journal of Computer-Aided Design & Computer Graphics, 2010, 22(12): 2259-2264.

GPU实时构建四叉树的快速地形渲染算法

A GPU Based Run-Time Quad-Tree Construction Method for Fast Terrain Rendering

  • 摘要: 针对传统四叉树场景渲染CPU占用率高、带宽开销大的缺陷,提出一种适合于GPU实现的四叉树场景分割和渲染算法.利用纹理和像素着色器实时构建四叉树,使用几何着色器实现GPU对四叉树的遍历和场景分割;针对已有的动态构建算法中裂缝消除算法难以用GPU实现的缺点,通过在四叉树构建中引入“过渡集”的概念,有效地消除了不同分辨率层次之间可能出现的裂缝.实验结果证明,与传统的动态构建算法相比,文中算法易于GPU实现,无需CPU干预,并降低了带宽开销,可以达到较高的帧速率.

     

    Abstract: We present a GPU based implementation of quad-tree based LODs terrain rendering.Comparing to traditional CPU based algorithm,we use texture to store quad-tree data,and pixel shader to construct quad-tree in real time.Then,geometry shaders are used to traverse the quad-tree and divide the scene into different resolutions.Moreover,by introducing 'intermediate set',we avoid t-break between different resolutions without CPU interference.Our results are compared with traditional algorithms based on CPU implementation and our method can achieve 34 times higher frame rates under comparable quality.

     

/

返回文章
返回