摘要
论文分析了传统的地形流式处理方法和八叉树场景组织的优缺点,然后把松散八叉树引入动态场景的组织,并提出了数据调度流水线的概念,在此基础提出了粗粒度页和细粒度片的动态调度方法。该方法是基于外存(Out-Of-Core)的实时调度方法,用粗粒度页Page组织地形,用细粒度片Tile渲染地形,既避免了频繁读取外存,又实现了对大范围的地形场景数据的精细调度;通过把调度过程分散到流水线的各阶段和各帧,减少了"爆发式"内存和磁盘I/O请求,确保了渲染的平稳性;利用数据调度流水线的阶段性管理Page和Tile的生命期,避免了Page和Tile不必要的状态转移带来的开销。
This paper analyzes traditional streaming-based method and discusses the advantages and disadvantages of octree scene organization. And then the paper introduces loose octree into dynamic scene organization and puts forward the concept of data dispatching pipeline. In addition, according to this concept, the corresponding method of dynamic dispatching based on coarse-granular pages and fine-granular tiles is put forward. It is a real-time dispatching method based on out-of-core terrain which uses coarse-granular pages to organize terrain and fine-granular tiles to embroider terrain, so it avoids reading from out-of-core terrain frequently and realizes delicate dispatch for the data of large scope terrain scene. There are some advantages of our method as following: by analyzing the dispatching process into each stage and frame of pipeline, it decreases the "explosive mode" memory and I/O request and ensuring stationarity; by making use of stages of data dispatching pipeline to manage the life cycle of page and tile, it avoids unnecessary costs of state transferring of page and tile; and by using memory pool to manage the allocation and recycle of memory, it has higher utilization efficiency to memory
出处
《地球信息科学》
CSCD
2007年第5期8-13,共6页
Geo-information Science
基金
中国科学院知识创新项目(KZCX3-SW-331)资助
关键词
松散八叉树
动态场景
页
片
调度流水线
loose octree
dynamic scene
page
tile
dispatching pipeline