摘要
海量地形数据处理过程中,硬件的性能优势不能得到充分利用,已成为制约大规模地形绘制速度的瓶颈.针对这一问题,分析了影响硬件处理能力发挥的关键因素,采用双缓冲队列的设计思路,提出了一种支持海量地形数据的并行处理方法,即将大规模地形绘制分为数据处理和渲染绘制两个独立的过程,分别进行并行处理:设立两个缓冲队列,将数据的读、写操作区分开来;充分考虑了瓦片加载的优先级,并据此进行任务分配.实验表明,该方法有效地提升了大规模地形绘制的整体速度.
When dealing with massive terrain data, the advantage of hardware performance can' t be fully uti- lized. This has become a bottleneck, which restricts the speed of massive terrain tiles rendering. This paper analyzes the key factors that affect large-scale terrain rendering speed, and proposes a parallel algorithm for massive terrain data processing. The algorithm adopts double buffer queues and divides large scale terrain ren- dering into two parallel processing which includes data processing and rendering. The two buffer queues are responsible for data reading and writing operations in turn. The loading priority of terrain tiles is considered and tasks are allocated based on the priority. The experimental results show that this approach improves the speed of rendering massive terrain tiles greatly.
出处
《郑州大学学报(工学版)》
CAS
北大核心
2016年第3期6-10,共5页
Journal of Zhengzhou University(Engineering Science)
基金
国家‘973’计划资助项目(Y070072070)
国家国防科技工业局高分重大专项项目(Y4D0100038
Y4D00100GF)
关键词
海量地形数据
双缓冲队列
并行化
大规模地形绘制
瓦片加载
massive terrain data
double buffer queue
parallelization
large-scale terrain rendering
tile load