Large-scale terrain rendering system based on double-layer nested grid
A large-scale terrain and double-layer nesting technology, applied in the field of virtual reality, can solve the problems of triangle patch redundancy and long preprocessing time, achieve stable frame rate, avoid real-time scheduling, and smooth visual experience
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[0019] The concrete implementation method of the present invention is as follows:
[0020] The frame diagram of the terrain scene system realized by this method is as follows: figure 1 shown. In the preprocessing stage, we need to process the fine-level and coarse-level data separately. We control the resolution of the coarse level within a certain threshold, store it, and load it into memory before real-time rendering starts. Fine-level hierarchical blocks are stored (step 1). In the real-time rendering stage, first build a two-layer model (step 2), and then draw the coarse layer and the fine layer separately, we need to do some processing on the fine layer, including the elimination of T connections (step 3), viewshed culling (step 4) and geometry transition (step 5), and finally, we blend the two layers of terrain on the GPU (step 6). Before the next frame of drawing starts, we need to update the terrain (step 7) and enter the next frame of drawing.
[0021] In step 1,...
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