摘要
在对基于GPU大规模地形数据快速绘制方法的研究基础上,针对GPU的批量绘制的特点,提出了改进的几何体实例化方法,把它用在全球格网的快速绘制上。把地形数据通过重新编码存储在高度图中,再结合Shader Model 3.0引入的顶点纹理拾取技术,在GPU中进行解码,得到原始的DEM数据,避免了在CPU上执行顶点缓存的更新。实验证明该算法充分利用了新一代GPU的特性,降低了CPU的负担,能达到实时绘制的要求。
Through studying the method for making large scale terrain datas in real-time based on graphic processing units,pointing to the characteristics of the batch of rendering of GPU,an improvement method of geometry instancing has been put forward.It can be used to render global grid quickly.The terrain datas are recoded and stored in height maps.Combing with the vertex texture fetch capability in Shader Model 3. 0,and decoded in GPU,the primitive DEM datas can be gained.It will avoid carrying out vertex buffer on CPU.This algorithm can not only reduce the CPU load,but also reach a higher frame rate.
出处
《山东国土资源》
2015年第7期59-64,71,共7页
Shandong Land and Resources
关键词
图形处理器
实时绘制
四叉树
瓦片块
高度图
Graphic processing unit
real-time mapping
quad tree
tiled block
height maps
作者简介
李浩(1984-),男,工程师,主要从事地理信息系统应用和国土资源信息化建设工作;E—mail:919150382@qq.com