規(guī)則網(wǎng)格實(shí)時(shí)繪制關(guān)鍵技術(shù)研究
本文選題:規(guī)則網(wǎng)格 + 細(xì)節(jié)層次; 參考:《燕山大學(xué)》2013年博士論文
【摘要】:隨著現(xiàn)代測繪及遙感技術(shù)的發(fā)展,獲取的高程和影像數(shù)據(jù)正在以前所未有的速度增長,從數(shù)字城市到數(shù)字中國再到數(shù)字地球,地形數(shù)據(jù)也呈幾何級(jí)數(shù)增長;與此同時(shí),人類對(duì)虛擬場景中幾何模型的逼真程度和繪制速度的需求也越來越大。以高程影像和曲面細(xì)化模板為代表的規(guī)則網(wǎng)格數(shù)據(jù)具有數(shù)據(jù)量大、空間布局規(guī)整以及需要實(shí)時(shí)顯示等共同特點(diǎn)。 目前規(guī)則網(wǎng)格實(shí)時(shí)繪制仍面臨諸多技術(shù)難點(diǎn),如缺乏科學(xué)有效的多細(xì)節(jié)層次空間誤差閾值設(shè)定、缺乏科學(xué)的量化精度依據(jù)來引導(dǎo)幾何數(shù)據(jù)壓縮、瓦塊四叉樹上視域可見性和細(xì)節(jié)層次(Level of Detail, LOD)選擇計(jì)算效率不高、缺少高效靈活的多細(xì)節(jié)層次網(wǎng)格裂縫處理、曲面細(xì)化自適應(yīng)度低、難以擴(kuò)展到移動(dòng)平臺(tái)等關(guān)鍵問題,制約著數(shù)據(jù)規(guī)模、繪制質(zhì)量及效率等方面的進(jìn)一步擴(kuò)展。 考慮LOD空間誤差閾值缺乏合理性,在分塊地形多誤差條件下,以屏幕空間為參考來引導(dǎo)地形層次劃分;分析地形處理和繪制過程中引入的誤差因素,并以此為參數(shù)確定地形數(shù)據(jù)量計(jì)算函數(shù),自適應(yīng)地設(shè)定簡化尺度和量化位數(shù),生成最小化的地形壓縮數(shù)據(jù)。 針對(duì)目前單層次瓦塊調(diào)度圖(Tile Load Map,TLM)存在的缺陷,提出多層次瓦塊調(diào)度圖來加速LOD選擇和可見性判斷。通過對(duì)基于外存地形LOD可視化高效架構(gòu)特征的分析,基于TLM思想,將瓦塊四叉樹映射為二維紋理,用GPU完成地形塊的視域裁剪和細(xì)節(jié)層次選擇,解決CPU中海量地形地形塊選擇復(fù)雜度太大的問題,形成了多層次瓦塊調(diào)度圖算法;設(shè)計(jì)∏空間填充曲線重組Tile數(shù)據(jù),改善數(shù)據(jù)訪問局部性;設(shè)計(jì)資源池方式管理紋理對(duì)象,減少CPU-GPU帶寬。 鑒于目前規(guī)則網(wǎng)格裂縫處理效率不高,提出多尺度規(guī)則網(wǎng)格裂縫參數(shù)化處理方法,利用曲線函數(shù)控制不同LOD過渡時(shí)的網(wǎng)格頂點(diǎn)布局,消除因細(xì)節(jié)層次過渡產(chǎn)生的T型連接,并擴(kuò)展至消除多跨度LOD裂縫。 分析了二分細(xì)化自適應(yīng)性低的原因,提出在GPU上實(shí)現(xiàn)裂縫處理的偶數(shù)曲面細(xì)化模式。通過在頂點(diǎn)著色器中引入頂點(diǎn)調(diào)控函數(shù)控制頂點(diǎn)偏移,解決邊界裂縫問題;采用參數(shù)區(qū)域劃分子區(qū)域的方法,解決函數(shù)坐標(biāo)軸方向不一致引起的浮點(diǎn)誤差問題;利用偶數(shù)細(xì)化層次遞增關(guān)系,優(yōu)化參數(shù)幾何數(shù)據(jù)布局,達(dá)到層次間頂點(diǎn)和索引雙重用。 給出適用于移動(dòng)終端的自適應(yīng)曲面細(xì)化管線。在偶數(shù)曲面細(xì)化模式基礎(chǔ)上,,設(shè)計(jì)適用于移動(dòng)終端的自適應(yīng)曲面細(xì)化管線,實(shí)現(xiàn)了幾何模型在移動(dòng)平臺(tái)上的交互式渲染。 實(shí)驗(yàn)表明本文的研究工作有效提高了規(guī)則網(wǎng)格的繪制效率,相應(yīng)研究成果已應(yīng)用于相關(guān)863課題。
[Abstract]:With the development of modern surveying and remote sensing technology, the height and image data obtained are increasing at an unprecedented speed, from digital city to digital China and then to digital earth, topographic data is also increasing exponentially; at the same time, The demand for realistic degree and rendering speed of geometric model in virtual scene is increasing. The regular grid data, represented by elevation image and surface refinement template, have the common characteristics of large amount of data, regular spatial layout and the need of real-time display. At present, the rule grid real-time rendering still faces many technical difficulties, such as lack of scientific and effective multi-level spatial error threshold setting, lack of scientific quantization accuracy basis to guide geometric data compression. The visual visibility and level of Detail, LOD) selection of the quad-tree is inefficient, lacking of efficient and flexible multi-level mesh crack treatment, low adaptive degree of surface refinement, and difficult to be extended to mobile platform, and so on. It restricts the expansion of data scale, rendering quality and efficiency. Considering the lack of rationality of LOD spatial error threshold, taking screen space as a reference to guide terrain level division, the error factors introduced in terrain processing and rendering are analyzed. With this parameter, the calculation function of terrain data is determined, the simplified scale and quantization bit number are set adaptively, and the minimized terrain compression data is generated. Aiming at the defects of Tile Load Map (TLM), a multi-layer tile block scheduling diagram is proposed to speed up the selection of LOD and the judgment of visibility. Based on the analysis of the high efficient architecture features of LOD visualization based on external terrain and the idea of TLM, the quadtree of tile block is mapped to two-dimensional texture, and the view clipping and level of detail selection of terrain block are accomplished by GPU. In order to solve the problem of the complexity of massive terrain block selection in CPU, a multi-level tile block scheduling algorithm is formed; the Tile data are reconstructed by designing the Tile filled curve in the design space, and the locality of data access is improved; the texture object is managed by the design of resource pool. Reduce CPU-GPU bandwidth. In view of the low efficiency of regular mesh crack treatment at present, a parameterized multi-scale regular mesh crack processing method is proposed. The curve function is used to control the grid vertex layout under different LOD transitions, and the T-type connection caused by the transition of detail level is eliminated. And extended to eliminate the multi-span LOD cracks. The reason for the low adaptability of binary thinning is analyzed, and an even surface thinning mode based on GPU is proposed. The problem of boundary crack is solved by introducing vertex control function to control vertex migration in vertex shader, and floating-point error caused by inconsistent direction of function coordinate axis is solved by using the method of dividing sub-region of parameter region. By using even number to refine the hierarchical increment relation, the geometric data layout of parameters is optimized to achieve the dual use of vertex and index between layers. An adaptive surface refinement pipeline for mobile terminals is presented. On the basis of even surface thinning mode, an adaptive surface thinning pipeline is designed for mobile terminal, and the interactive rendering of geometric model on mobile platform is realized. The experimental results show that the research work in this paper has effectively improved the efficiency of regular grid rendering, and the corresponding research results have been applied to the related 863 subjects.
【學(xué)位授予單位】:燕山大學(xué)
【學(xué)位級(jí)別】:博士
【學(xué)位授予年份】:2013
【分類號(hào)】:P208;TP391.7
【參考文獻(xiàn)】
相關(guān)期刊論文 前10條
1 張?jiān)ツ?王冬;夏乙;李瀚飛;;瓦片塊四叉樹動(dòng)態(tài)地形層次細(xì)節(jié)算法[J];兵工學(xué)報(bào);2011年11期
2 朱慶,趙杰,鐘正,眭海剛;基于規(guī)則格網(wǎng)DEM的地形特征提取算法[J];測繪學(xué)報(bào);2004年01期
3 喻占武;鄭勝;李忠民;;一種混合式P2P下的大規(guī)模地形數(shù)據(jù)傳輸機(jī)制[J];測繪學(xué)報(bào);2008年02期
4 潘少明;喻占武;李銳;;基于主動(dòng)緩存的P2P海量地形漫游瓦片調(diào)度算法[J];測繪學(xué)報(bào);2009年03期
5 王永君,龔健雅;用于大范圍虛擬地形環(huán)境的動(dòng)態(tài)場景管理方法[J];測繪學(xué)院學(xué)報(bào);2003年03期
6 于卓;梁曉輝;馬上;趙沁平;;一種支持大規(guī)模多種精度地形的實(shí)時(shí)繪制算法[J];計(jì)算機(jī)研究與發(fā)展;2010年06期
7 趙友兵,石教英,周驥,潘志庚;一種大規(guī)模地形的快速漫游算法[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2002年07期
8 李勝;黃鑫;汪國平;;基于GPU的視點(diǎn)相關(guān)自適應(yīng)細(xì)分[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2007年04期
9 張燕燕;黃其濤;韓俊偉;;基于提升小波的大地形累進(jìn)壓縮及實(shí)時(shí)渲染[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2010年08期
10 王旭;楊新;王志銘;;在GPU上實(shí)現(xiàn)地形渲染的自適應(yīng)算法[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2010年10期
相關(guān)博士學(xué)位論文 前4條
1 張湘玉;基于細(xì)分的曲線曲面變形技術(shù)研究[D];南京航空航天大學(xué);2010年
2 陸艷青;海量地形數(shù)據(jù)實(shí)時(shí)繪制的技術(shù)研究[D];浙江大學(xué);2003年
3 宋瀅;非均質(zhì)半透明材質(zhì)的繪制及編輯算法研究[D];浙江大學(xué);2009年
4 趙健;虛擬場景的視點(diǎn)質(zhì)量評(píng)價(jià)與繪制優(yōu)化問題研究[D];國防科學(xué)技術(shù)大學(xué);2010年
相關(guān)碩士學(xué)位論文 前2條
1 卓亞芬;ChunkedLOD—海量地形的實(shí)時(shí)繪制系統(tǒng)[D];浙江大學(xué);2004年
2 康寧;基于GPU的全球地形實(shí)時(shí)繪制技術(shù)[D];解放軍信息工程大學(xué);2007年
本文編號(hào):1928370
本文鏈接:http://sikaile.net/kejilunwen/dizhicehuilunwen/1928370.html