TB级地形数据实时漫游核心算法研究  被引量:12

Research on kernel algorithm of real-time rendering based on TB lever terrain data

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作  者:左志权[1] 陈媛[1] 

机构地区:[1]武汉大学遥感信息工程学院,武汉430079

出  处:《中国图象图形学报》2010年第9期1411-1415,共5页Journal of Image and Graphics

基  金:国家自然科学基金项目(40771177);国家高技术研究发展计划(863)基金项目(2009AA12Z126)

摘  要:TB级数据时代已经到来,如何有效地在普通PC机上实现TB级地形数据漫游,已逐渐成为GIS(地理信息与系统)学术界的研究热点。海量数据组织管理是3维地形数据漫游的核心机制,传统四叉树、八叉树等数据结构,一定程度上解决绘制瓶颈问题,但是结构复杂,很难适应TB级地形场景实时、稳定的漫游需求。通过实施多级缓冲机制、采用动态LOD(levels of detail)与显存调度技术,以及引入多核CPU并行计算策略,最终构建出一套与数据大小无关的实时地形绘制算法。通过对1GB、10GB、200GB、500GB级等海量数据进行实验,平均绘制速率可达到30帧/s以上,比一般算法高出2~3倍,从而验证本文算法的实用性。With the availability of terrain data of the TB level, how to render terrain data of TB magnitude based on ordinarily computer efficiently, is becoming a hot topic in GIS academia . Organization and management of massive data is the core mechanism for 3D terrain rendering. The traditional data structures as quadtree, octree and so on are not effective, which cannot support real-time displaying and roaming of large-scale terrain scene. According to the mechanism of multi- level buffer, implementation dynamic dispatching of LOD, graphics memory dispatching and multi-core CPU parallel computing strategy, this paper has good results. Finally, this paper puts forward the solution, a real-time Terrain Rendering Algorithm which has no concern with data size. It is verified by experiment on massive data of IGB, 10 GB, 200 GB, 500 GB and so on, the rendering rate can reach to 30 frame/s. It is faster than most existing algorithms. The experiment result shows the practicability of the real-time terrain rendering algorithm.

关 键 词:地形可视化 动态调度 多级缓冲 CPU多核技术 并行计算 

分 类 号:P208[天文地球—地图制图学与地理信息工程]

 

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