基于GPU的大规模地形时空连续性建模及实时可视化研究
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摘要
地形可视化在三维游戏、虚拟现实及飞行训练等众多领域的应用越来越广泛。随着地形规模越来越大,细节越来越复杂,绘制算法的时间和空间连续性问题成为亟需解决的问题之一。本文的研究目标为实现大规模时空连续性地形建模和实时可视化。
     首先,在分析了国内外地形绘制技术研究现状的基础上,选择目前应用比较广泛的多分辨率分块四叉树结构来建立地形模型。为使四叉树多分辨率地形可视化方法更符合实时性的要求,对数据进行重组织,采取双线程调度策略,缓解渲染效率与数据读取速度之间的矛盾。
     其次,在建立地形模型的基础上,为解决地形可视化过程中的时间和空间连续性问题,提出基于几何过渡的时空连续性一体化处理算法,实现整个地形的平滑可视化,时空连续性处理部分使用GPU顶点着色器,保证了算法的执行效率。
     再次,为提高地形绘制效率,从多方面对地形绘制效率进行优化,重点研究在全局范围内构建饱和四叉树包围球,自顶向下进行视域剔除;对局部绘制的规则网格进行三角形条带化处理;对结点评价函数进一步的优化,从硬件和算法角度提高大规模地形的绘制效率。
     最后,为验证多分辨率地形绘制算法的实时性和真实性,设计并实现了大规模时空连续性地形可视化系统。实验表明该系统可以取得较高的帧率和逼真的绘制效果,能够实现大规模地形的平滑漫游。
The terrain visualization is widely applied in 3D games, virtual reality, flight training and so on. With the increasing scale of the terrain, more and more complex of the details, the rendering algorithm is facing increasingly serious continuity problems. The research goals of this paper are modeling of the large scale space-time continuity terrain and real time visualization. The work plays an important theoretical and realistic role in the research.
     Firstly, the multi-resolution block quad tree structure was selected based on the analysis of the status of domestic and foreign terrain rendering technique. It was applied widely to build the terrain model. To make multi-resolution quad tree terrain visualization method suitable for more real time requirements, we reorganize the terrain data, and take the double-thread scheduling policy. Our algorithm eases the contradiction between the data read speed and the rendering efficiency.
     Secondly, we propose time-space continuity process integrated algorithm. It solves the time and space continuity problem in terrain visualization based on the establishment of the terrain model. It can realize the whole terrain smooth visualization. The design of GPU-oriented algorithm ensures its implement efficiency.
     Thirdly, the rendering efficiency was optimized from many aspects. This paper principally studied about constructing a saturated quad tree ball over the whole scale to cull view frustum up-to-down, drawing local grid by Cluster Triangulations, and further optimizes node evaluation function. Thus we improve the efficiency of large scale terrain rendering from the perspective of hardware and algorithms.
     Finally, the large scale terrain visualization system was designed and realized to validate the effectiveness of the multi-resolution terrain model. As a result, the system could achieve a good visual effect and a high frame rate, and implement visualization roaming freely and wholly on the large-scale terrain.
     The multi-resolution terrain model was applied successfully in the 863 issue on large-scale visualization system. It realizes high speed rendering and roaming on large space scene. The multi-resolution terrain model plays an important role in studying large-scale terrain panorama visualization roaming technology.
引文
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