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一种基于GPU 的弹坑实时绘制方法

  

  1. 华北电力大学控制与计算机工程学院,河北 保定 071003
  • 出版日期:2016-08-31 发布日期:2016-08-09

A Real-Time Crater Rendering Method Based on GPU

  1. School of Control and Computer Engineering, North China Electric Power University, Baoding Hebei 071003, China
  • Online:2016-08-31 Published:2016-08-09
  • Supported by:
    国家自然科学基金项目(51407076);河北省自然科学基金项目(F2014502050)

摘要: 为解决动态地形绘制过程中高逼真性与实时性这一矛盾,提出一种基于GPU 的动
态地形实时绘制方法。首先基于Geometry Clipmaps 算法构建地形层次结构,然后在更新过程
中引入真实物理模型与过程纹理映射相结合方法,以使最终绘制的地形达到更为逼真的效果。
为验证该方法的有效性,模拟了炮弹在草地上爆炸形成的弹坑效果,并与基于ROAM 算法绘制
的弹坑效果在绘制三角形数量、平均帧速率及CPU 占用率3 个方面做了对比。实验结果表明,
所提方法能够有效减少绘制的三角形数量,并能获得较高的帧速率及逼真度,满足动态地形绘
制对于高逼真性和实时性的要求。

关键词: 动态地形, Geometry Clipmaps, 物理模型, 过程纹理映射, 可编程GPU

Abstract: In order to solve the problem on high fidelity and real-time during the dynamic terrain
rendering process, a real-time rendering method of dynamic terrain is proposed based on programmable
GPU. First, the terrain hierarchy is constructed based on Geometry Clipmaps algorithm. Second, a
dynamic terrain rendering method is introduced to achieve a more realistic effect on the final terrain
based on real physical model and processing texture mapping during updating process. Finally, the
crater effect formed on the lawn is simulated to verify the effectiveness of the method. And the
proposed method is compared with the method based on ROAM on amount of drawing triangles, the
average frame rate and CPU usage. The experiments results show that the proposed method can reduce
the amount of drawing triangles effectively, and achieve higher frame rates and fidelity. The
requirements of high fidelity and real-time in dynamic terrain rendering can be meted.

Key words: dynamic terrain, Geometry Clipmaps, physical model, processing texture mapping;
programmable GPU