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  • 标题:A Method of Optimizing Terrain Rendering Using Digital Terrain Analysis
  • 本地全文:下载
  • 作者:Lei Zhang ; Ping Wang ; Chengyi Huang
  • 期刊名称:ISPRS International Journal of Geo-Information
  • 电子版ISSN:2220-9964
  • 出版年度:2021
  • 卷号:10
  • 期号:10
  • 页码:666
  • DOI:10.3390/ijgi10100666
  • 语种:English
  • 出版社:MDPI AG
  • 摘要:Terrain rendering is an important issue in Geographic Information Systems and other fields. During large-scale, real-time terrain rendering, complex terrain structure and an increasing amount of data decrease the smoothness of terrain rendering. Existing rendering methods rarely use the features of terrain to optimize terrain rendering. This paper presents a method to increase rendering performance through precomputing roughness and self-occlusion information making use of GIS-based Digital Terrain Analysis. Our method is based on GPU tessellation. We use quadtrees to manage patches and take surface roughness in Digital Terrain Analysis as a factor of Levels of Detail (LOD) selection. Before rendering, we first regularly partition the terrain scene into view cells. Then, for each cell, we calculate its potential visible patch set (PVPS) using a visibility analysis algorithm. After that, A PVPS Image Pyramid is built, and each LOD level has its corresponding PVPS. The PVPS Image Pyramid is stored on a disk and is read into RAM before rendering. Based on the PVPS Image Pyramid and the viewpoint’s position, invisible terrain areas that are not culled through view frustum culling can be dynamically culled. We use Digital Elevation Model (DEM) elevation data of a square area in Henan Province to verify the effectiveness of this method. The experiments show that this method can increase the frame rate compared with other methods, especially for lower camera flight heights.
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