GPU-based large-scale terrain real-time drawing method
A large-scale terrain and real-time rendering technology, which is applied in graphics and image conversion, image data processing, instruments, etc., can solve problems such as area changes and small deformations, and achieve the effects of uniform size and format, convenient management, and reduced algorithm complexity
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Embodiment 1
[0065] A large-scale terrain real-time rendering method based on GPU, which generates terrain model vertices, and sends the vertices from the CPU end to the processing pipeline of the GPU with the handset by choosing OpenGL as the underlying interface language, using terrain multi-level of detail LOD technology To draw a terrain grid, the terrain drawing Geometry Clipmap algorithm in the LOD technology is selected as the basis for terrain drawing, and the earth image texture needs to be processed, and the GPU first uses the NVIDIA GeForce6800 graphics card:
[0066] S1: Acquire texture images of different resolutions on the earth area; in this embodiment, obtain texture images by using virtual earth software Google earth, Google earth is a virtual earth software developed by Google, by combining satellite remote sensing images, GIS And other data are deployed on a virtual three-dimensional earth model to display earth information to users.
[0067] S2: The texture image is div...
Embodiment 2
[0095] The real-time rendering method of large-scale terrain based on GPU, the difference between the second embodiment and the first embodiment is that, as Figure 7 As shown, a triangular mesh in the form of a multi-layer pyramid is constructed according to the Geometry Clipmap algorithm in the prior art, and the drawing speed of the triangular mesh is accelerated by using the Triangle-strip method. Such as Figure 8 As shown, the single-layer GeometryClipmap grid is divided into 19 parts, where:
[0096] Parts 1-16 are all 16 regular quadrilateral grids, and the 16 grids form a circle around the Geometry Clipmap grid; among them, each block in parts 1-12 is a square grid with 64*64 vertices , each block in parts 13-16 is a rectangular grid with 64*3 vertices;
[0097] Part 17 is the L-shaped area. The L-shaped area is attached to the inner layer surrounded by 16 grids. There are four different ways for the L-shaped area to be attached to the inner layer, which needs to be...
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