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聂俊岚, 张继凯, 刘硕, 郭栋梁. 基于枚举四叉树的多分辨率几何图像绘制方法[J]. 计算机辅助设计与图形学学报, 2013, 25(7): 988-995.
引用本文: 聂俊岚, 张继凯, 刘硕, 郭栋梁. 基于枚举四叉树的多分辨率几何图像绘制方法[J]. 计算机辅助设计与图形学学报, 2013, 25(7): 988-995.
Nie Junlan, Zhang Jikai, Liu Shuo, Guo Dongliang. Enum-Quadtree Based Multi-Resolution Geometry Image Rendering Method[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(7): 988-995.
Citation: Nie Junlan, Zhang Jikai, Liu Shuo, Guo Dongliang. Enum-Quadtree Based Multi-Resolution Geometry Image Rendering Method[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(7): 988-995.

基于枚举四叉树的多分辨率几何图像绘制方法

Enum-Quadtree Based Multi-Resolution Geometry Image Rendering Method

  • 摘要: 为提高多分辨率几何图像的实时绘制效率,将枚举四叉树思想引入到传统四叉树的设计中,提出以单个枚举四叉树节点作为独立渲染单元的方法,极大地减少了绘制函数的调度次数.针对实时绘制时几何图像不同层次边缘易产生裂缝的现象,采用枚举四叉树的结构,在数据预处理阶段构造基础渲染节点时用分段函数消除节点内部的裂缝;实时绘制阶段在GPU上使用反正切函数控制顶点偏移,消除节点间的裂缝.实验结果证明,枚举四叉树结构能充分利用GPU的批量处理能力,有效地提高了绘制效率;裂缝处理算法易于GPU实现,获得了较高的帧率和较好的绘制效果.

     

    Abstract: To improve the efficiency of rendering multi-resolution Geometry IMage(GIM),we introduce the concept of enum-quadtree into conventional quadtree,and use each node of enumquadtree as the independent rendering unit,which can reduce the number of drawing function greatly.Aiming at the phenomenon that the edges of GIM's different level occur cracks easily when real-time rendering,by means of using the enum-quadtree structure,we use step function to repair cracks of the inner node in data preprocessing stage,and use the arctangent function to control points shift to repair cracks among different resolution nodes on GPU in real-time rendering stage.Experimental results show that enum-quadtree structure can make full use of the power of GPU's parallel processing,and effectively improve the rendering efficiency.Furthermore,crack process algorithm is easy to implement on GPU and can obtain high frame rate with better drawing effect.

     

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