The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. ex. Some numerals are expressed as "XNUMX".
Copyrights notice
The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. Copyrights notice
Dalam visualisasi rupa bumi, quadtree ialah struktur data yang paling kerap digunakan untuk penjanaan jaringan progresif. Quadtree menyediakan tahap pemilihan perincian yang cekap dan pemusnahan frustum pandangan. Walau bagaimanapun, kebanyakan aplikasi menggunakan quadtrees dilakukan pada CPU, kerana operasi penunjuk dan rekursif dalam struktur data hierarki tidak boleh dimanipulasi dalam saluran paip pemaparan boleh atur cara. Kami membentangkan kaedah pemaparan rupa bumi berasaskan quadtree untuk pelaksanaan GPU (Unit Pemprosesan Grafik) yang menggunakan pemisahan bucu dan pemisahan segi tiga. Pemisahan bucu menyokong tahap pemilihan perincian, dan pemisahan segi tiga digunakan untuk penyingkiran retak. Kaedah ini menawarkan prestasi yang lebih tinggi daripada kaedah quadtree berasaskan CPU sebelumnya, tanpa kehilangan kualiti imej. Kami kemudiannya boleh menggunakan CPU untuk pengiraan lain sambil memaparkan rupa bumi menggunakan GPU sahaja.
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Salinan
Eun-Seok LEE, Byeong-Seok SHIN, "Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU" in IEICE TRANSACTIONS on Information,
vol. E94-D, no. 1, pp. 137-145, January 2011, doi: 10.1587/transinf.E94.D.137.
Abstract: In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.
URL: https://global.ieice.org/en_transactions/information/10.1587/transinf.E94.D.137/_p
Salinan
@ARTICLE{e94-d_1_137,
author={Eun-Seok LEE, Byeong-Seok SHIN, },
journal={IEICE TRANSACTIONS on Information},
title={Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU},
year={2011},
volume={E94-D},
number={1},
pages={137-145},
abstract={In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.},
keywords={},
doi={10.1587/transinf.E94.D.137},
ISSN={1745-1361},
month={January},}
Salinan
TY - JOUR
TI - Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU
T2 - IEICE TRANSACTIONS on Information
SP - 137
EP - 145
AU - Eun-Seok LEE
AU - Byeong-Seok SHIN
PY - 2011
DO - 10.1587/transinf.E94.D.137
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E94-D
IS - 1
JA - IEICE TRANSACTIONS on Information
Y1 - January 2011
AB - In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.
ER -