网格环境中地形绘制的分块计算任务调度
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摘要
地形实时绘制是虚拟现实技术中的重要组成部分,在军事仿真、地理信息系统等领域有着广泛的应用。但是实时绘制技术主要是面向单机的,由于单个机器硬件条件的限制,会出现在多用户同时访问情况下,地形服务器或工作站不能满足用户的实时绘制。
     本文在研究单机地形实时绘制技术和网格计算的基础上,提出了基于网格环境的地形绘制技术。利用网格中的任务调度,解决多用户同时访问时,地形实时绘制因为硬件条件造成的绘制效率低下问题。本文在利用网格任务调度实现地形绘制方面主要做了以下工作:
     1.提出了符合地形块特点的T-MIN-MIN任务调度算法,并设计了地形块调度模型。T-MIN-MIN算法根据视点周围地形块的层次细节特点,首先调度一定比例的大地形块,然后按照MIN-MIN算法调度剩余的地形块,尽量保持资源之间的负载平衡。实验表明T-MIN-MIN算法具有更好的调度效果。
     2.由于任务调度是按照运算量分配任务,所以本文提出了地形块LOD生成时间的估算方法。方法通过判断视点到三角形斜边中点的距离是否落在三角形的误差判据球内,找到满足条件的节点,通过公式快速计算出需要生成三角形的大体数目。地形块按照估算值进行分配,避免整个调度无任务量的盲目分配,保证了各资源之间的负载平衡。
     3.针对视点变化后的地形绘制问题,在现有的网格任务负载平衡的基础上,提出了一种视点变化后的任务动态调整方法。该方法针对视点变化后地形块的细节层次变化,动态地对任务进行调整,减少地形块调整带来的时间和资源消耗。
     最后对多用户的地形实时绘制在服务器和网格两种环境下进行了对比测试。结果表明,网格中地形分块调度方法,能更好地实现在多用户同时访问情况下的地形实时绘制。
Real-time rendering terrain is an important component of virtual reality technology, it have a wider range of applications in the military simulation, geographic information systems, and other fields. However, real-time rendering technology mainly face the single computer, as the hardware conditions restrictions of individual machines, it may appear that the terrain server or workstation users can not satisfy real-time rendering while multi-user visit at the same time.
     Based on the study of single computer rendering technology and grid computing, this paper proposes a terrain rendering technology based on the grid. Using grid task scheduling to solve the inefficiency of terrain rendering caused by hardware reason in multi-user visit at the same time. This paper mainly did the following work to achieve terrain rendering in the use of grid task scheduling:
     1. This paper porposed a T-MIN-MIN scheduling algorithm with the terrain characteristics, and designed a terrain block scheduling model. According to the terrain characteristics, T-MIN-MIN algorithm scheduled some certain proportion terrain blocks, and scheduled other blocks by MIN-MIN algorithm, this method can maintain load balancing. The test proved T-MIN-MIN scheduling algorithm had better effect.
     2. As the task scheduling allocated by assignments of tasks, so this paper proposed terrain block LOD time estimation method. This method found to meet the conditions of the node by judging the distance between the midpoint and midpoint of triangle hypotenuse whether landed the error criterion ball, and fast calculated the overall number of triangular formation by the formula. The terrain block allocated by estimation, which can avoid the scheduling of tasks allocated blindly, ensure the load balance between the resources.
     3. Against terrain rendering problems after viewpoint changed, this paper proposed a task dynamic change method after viewpoint changed base on the exiting algorithm of grid tasks’load balance. And against the changing of level detail after viewpoint changed this method dynamically adjust the mandate to reduce terrain block adjustment time and the consumption of resources.
     Finally, this paper compared the multi-user real-time rendering of the terrain in the server with grid environment by tests. The results show that the grid can better achieve real-time rendering of the terrain while multi-user visit at the same time.
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