摘要
针对大规模地形场景,以GPU提供的遮挡查询功能为基础,提出了一种基于GPU的遮挡剔除算法。根据增量水平线原理,利用模板缓冲区进行重叠测试,并采用查询列表方法避免了CPU和GPU互相等待造成的延迟。实验结果表明,该算法有效地减少了送入图形流水线的几何数据,并在贴地漫游的情况下,显著提高了场景绘制速度。
Hardware occlusion query is used to perform occlusion culling for large scale terrain rendering based on well-known occlusion horizon algorithm. In order to make use of hardware occlusion query, the method uses stencil buffer to perform the occlusion test. Moreover, query list is used to avoid the latency between CPU and GPU caused by issuing the query and availability of the result. The experimental results demonstrate that the method reduces the geometry sent to the graphics pipeline and improves the rendering frame rate significantly when navigating at ground level.
出处
《系统仿真学报》
CAS
CSCD
北大核心
2006年第11期3165-3167,3171,共4页
Journal of System Simulation
基金
973项目(2002CB312105)。
关键词
GPU
遮挡查询
遮挡剔除
地形绘制
GPU
occlusion query
occlusion culling
terrain rendering