Computer Science ›› 2013, Vol. 40 ›› Issue (Z6): 120-124.

Previous Articles     Next Articles

Dynamic Scheduling and Real-time Rendering Method for Large-Scale Terrain

LIU Hao,CAO Wei,ZHAO Wen-ji,NING Fang-xin and PAN Li-liang   

  • Online:2018-11-16 Published:2018-11-16

Abstract: Along with the development of the graphics hardware,the transmission of large-scale data has replaced the lack of rendering capacity as the new bottleneck of large scale terrain rendering.Aiming at this problem,we present a new approach for dynamic scheduling and real-time rendering for large-scale terrain.Terrain data are stored as tile-pyramid in hard disk,in real-time rendering phase,only a few of tiles are streamed into the video memory every frame.First,GPU computes and transfers geographic coordinates of the current scene into CPU in real time,CPU analyses and calculates the visible region through these coordinates,and then selects the optimum combination of visible tiles(visible tiles set) among all the layers by quad-tree generating,tiles regularization and tiles merging.The visible tiles set are streamed into CPU,managed and updated in a fix-sized buffer,and finally transferred into GPU as a texture for sampling and rendering.Experiments show that this algorithm saves a large amount of video memory bandwidth,improves the efficiency of data transmission effectively,and obtaines a good result in the large scale terrain scheduling and rendering.

Key words: Large-scale terrain rendering,Dynamic scheduling,Virtual texture,Tiles determination,Tiles management,GPU

[1] Duchaineauy M.ROAMing Terrain:Real-time Optimally Adapting Meshes[C]∥Proceedings of IEEE Visualization’97.1997:81-88
[2] Rottger S.Real-time generation of continuous levels of detail for height fields [C]∥Proceedings of W-SCG’98.1998:315-322
[3] Turner B.Real-Time Dynamic Level of Detail Terrain Rendering with ROAM[EB/OL].http://www.gamasutra.com/features/20000403/turner_01.htm,2007-04
[4] Pajarola R.Large Scale Terrain Visualization Using the Re-stricted Quadtree Triangulation[C]∥Proceedings of IEEE Visualization’98.1998:19-26
[5] Lindstrom P,Pascucci V.Terrain Simplification Simplified:AGeneral Framework for View-Dependent Out-of-Core Visualization [M].IEEE Transaction on Visualization and Computer Graphics.2002
[6] 戴晨光,张永生,邓雪清.海量地形数据实时可视化算法[J].计算机辅助设计与图形学,2004,6(11):1603-1607
[7] 李胜,冀俊峰,刘学慧,等.超大规模地形场景的高性能漫游[J].软件学报,2006,7(03):535-545
[8] Li L,Li F,Huang T.Smooth Schedule of Large-Scale Terrain Visualization from External Memory[J].Journal of Software.2007,18(sup):26-34
[9] de Boer W H.Fast Terrain Rendering Using Geometrical Mip-mapping[EB/OL].http://www.connectii.net/emersion,2000
[10] Tanner C C,Migdal C J,Jones M T.The Clipmap:A VirtualMiamap[C]∥Proceedings of the ACM SIGGRAPH’04.1998:151-158
[11] Losasso F,Hoppe H.Geometry clipmaps:Terrain rendering u-sing nested regular grids [J].ACM Trans on Graphics,2004,23(3):769-776
[12] Asirvatham A,Hoppe H.Terrain rendering using GPU-basedgeometry clipmaps,GPU Gems 2:Programming Techniques for High-Performance Graphics and General Purpose Computation [M].Boston,MA:Addison-Wesley Professional,2005:14-30
[13] Foundation W.MegaTextures[EB/OL].Retrieved October 10,from http://en.wikipedia.org/wiki/megatextures,2006
[14] Barrett S.Sparse virtual textures[EB/OL].Game DeveloperConference,San Francisco,CA.http://silverspaceship.com/src/svt,2008
[15] Neu A.Virtual texturing[D].CoRR,abs/1005.3163,2010
[16] van Waveren J M P.id tech 5challenges-from texture virtualization to massive parallelization[EB/OL].http://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf,2009
[17] Hoppe H.Smooth view-dependent level-of-detail control and its application to terrain rendering [C]∥Proceedings of Confe-rence on Visualization.Los Alamitos:IEEE Computer Society Press,1998:35-42
[18] 白皓,龚光红,丁莹.基于Clipmap的大规模地形可视化技术研究[J].中国体视学与图像分析,2009,14(2):202-208

No related articles found!
Viewed
Full text


Abstract

Cited

  Shared   
  Discussed   
No Suggested Reading articles found!