基于多组体纹理切片的草地场景快速仿真技术  被引量:1

Approach of Rapid Simulation of Grass Based on Multi-Groups of Volumetric Texture Slices

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作  者:邓玉[1] 曹卫群[1] 高阳[2] 魏厚明 刘兴[4] 

机构地区:[1]北京林业大学,北京100083 [2]中国科学院计算机网络信息中心,北京100190 [3]伟景行科技股份有限公司,北京100013 [4]中国科学院遥感与数字地球研究所,北京100101

出  处:《系统仿真学报》2014年第4期949-953,共5页Journal of System Simulation

基  金:中央高校基本科研业务费专项基金(HJ2010-26);国家自然科学基金(61100132);国家自然科学基金(60703006)

摘  要:高度真实感的草地场景仿真是计算机图形学和仿真领域具有挑战性的课题。传统的基于几何的方法能够表现草体丰富的细节,但是庞大的数据量对于实时仿真并不完全适用。基于图像的方法虽然大大提高了仿真效率,但是对细节的表现不足。基于体纹理的方法在表现结构复杂且具有重复性的场景方面具有优势。应用体纹理的算法,可以在保证一定场景真实感的前提下,提高仿真效率。结合可编程图形处理器(GPU)的技术,设计并实现了基于多组体纹理切片的草地场景快速仿真算法。利用光线投射法,分别得到三组单方向体纹理的绘制效果。再根据视线的方向,决定每组体纹理图像的贡献度,进行加权融合。实验结果表明,算法在保证较高真实感的前提下,实现了草地场景的实时仿真。The simulation of highly realistic grass scene turns to be a hot and challenging topic in computer graphic. Traditional geometry based method could keep the richer details of grass, but it’s not suitable for real-time simulation because of the large scale data. The image-based methods could, to some extent, improve the efficiency of simulation by paying the cost of inadequate details. Volumetric texture based method has good performance to represent both complex and iterative objects. With volumetric texture based method, the simulation efficiency of the natural scene could be improved while keeping the fidelity in a high degree. With Graphic Processing Unit(GPU) programming, an approach of rapid simulation of grass scene based on multi-groups of volumetric texture slices was proposed and implemented. With Ray Casting Method, three groups of single directional rendering effects of volumetric texture were obtained. Then according to the direction of slight, the contribution degree of each group could be counted, and then the Weight fusion was done. The experimental results show that the presented method has realized real-time simulation of grass scene while keeping high fidelity.

关 键 词:体纹理切片 草地场景 GPU 快速仿真 

分 类 号:TP391.9[自动化与计算机技术—计算机应用技术]

 

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