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The Study and Realization of Global Terrain Rendering

Author: WangHongWei
Tutor: WangQingShan
School: PLA Information Engineering University
Course: Operational command school
Keywords: Quadtree Levels of detail Digital elevation Plug-in system Vertex texture fetch
CLC: E992
Type: Master's thesis
Year: 2007
Downloads: 181
Quote: 5
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Abstract


The large-scale terrain rendering technology has been a hot issue in the graphics. With the concept of \On the other hand, the very rapid development of the graphics processor (GPU), the processing power is growing, and initially with programmability, application methods and expanding the scope, able to complete some of the work turned out to be on the CPU, such as the level The details of the control, sight cutting, and can even be used for general purpose computing. For the global terrain data volume, coordinates are not uniform and other issues, this paper carried out in-depth research and development with the current graphics display technology to achieve a global terrain rendering. The main content and innovations are as follows: 1. Global data were stratified based on quadtree block. Global terrain very large amount of data, far beyond the processing power of the graphics device, there is no need to always use the most accurate data, stratified terrain data in accordance with the quadtree method, starting from the top, the next level data for twice the resolution of the upper layer, the number of rows and number of columns of the block is also doubled, all the blocks in the row and column number are equal. Using this method, easy to index, facilitate judgment of visibility level control operation when rendering can be unified for the terrain blocks optimized. 2 view-dependent level of detail techniques. Access from the top down quadtree LOD control in accordance with the distance viewpoints distance, terrain block size, the roughness of the terrain blocks, to determine whether the terrain blocks to achieve the required accuracy, the need to split the block, and simultaneously cutting removed not visible block. 3. Pick up the mouse. In order to obtain the coordinates of the point on the screen in the world, for the shortcomings of the 3D API provides the z-buffer algorithm, using the ray intersects Backcalculation earth coordinates and combining the the Direct3D transformation matrix given the parameters of the equation. 4 based on the topography of the graphics processor block rendering program. For all terrain block is equal to the number of rows and columns, combined with the latest technology access in the vertex shader texture, we use the same vertex and index buffers for all terrain block access in the vertex shader height of obtaining ground elevation rendering, greatly reduce the amount of data you need to load and to reduce the communication between the CPU and GPU to improve rendering efficiency, give full play to the ability of the GPU, the liberation of the CPU. 5 plug-in system design. We discuss the advantages and disadvantages of the micro-kernel and the giant kernel plug system framework and a plug-in system design, the giant kernel-based framework to write simple, just plug-in the required base class can be combined NET framework provides the run-time compilation feature to achieve the source code in the form of plug-ins. Finally, a summary of the work done, the next stage of work envisaged.

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CLC: > Military > Military topography,military geography > Military Surveying and Mapping
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