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规则网格实时绘制关键技术研究
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摘要
随着现代测绘及遥感技术的发展,获取的高程和影像数据正在以前所未有的速度增长,从数字城市到数字中国再到数字地球,地形数据也呈几何级数增长;与此同时,人类对虚拟场景中几何模型的逼真程度和绘制速度的需求也越来越大。以高程影像和曲面细化模板为代表的规则网格数据具有数据量大、空间布局规整以及需要实时显示等共同特点。
     目前规则网格实时绘制仍面临诸多技术难点,如缺乏科学有效的多细节层次空间误差阈值设定、缺乏科学的量化精度依据来引导几何数据压缩、瓦块四叉树上视域可见性和细节层次(Level of Detail, LOD)选择计算效率不高、缺少高效灵活的多细节层次网格裂缝处理、曲面细化自适应度低、难以扩展到移动平台等关键问题,制约着数据规模、绘制质量及效率等方面的进一步扩展。
     考虑LOD空间误差阈值缺乏合理性,在分块地形多误差条件下,以屏幕空间为参考来引导地形层次划分;分析地形处理和绘制过程中引入的误差因素,并以此为参数确定地形数据量计算函数,自适应地设定简化尺度和量化位数,生成最小化的地形压缩数据。
     针对目前单层次瓦块调度图(Tile Load Map,TLM)存在的缺陷,提出多层次瓦块调度图来加速LOD选择和可见性判断。通过对基于外存地形LOD可视化高效架构特征的分析,基于TLM思想,将瓦块四叉树映射为二维纹理,用GPU完成地形块的视域裁剪和细节层次选择,解决CPU中海量地形地形块选择复杂度太大的问题,形成了多层次瓦块调度图算法;设计∏空间填充曲线重组Tile数据,改善数据访问局部性;设计资源池方式管理纹理对象,减少CPU-GPU带宽。
     鉴于目前规则网格裂缝处理效率不高,提出多尺度规则网格裂缝参数化处理方法,利用曲线函数控制不同LOD过渡时的网格顶点布局,消除因细节层次过渡产生的T型连接,并扩展至消除多跨度LOD裂缝。
     分析了二分细化自适应性低的原因,提出在GPU上实现裂缝处理的偶数曲面细化模式。通过在顶点着色器中引入顶点调控函数控制顶点偏移,解决边界裂缝问题;采用参数区域划分子区域的方法,解决函数坐标轴方向不一致引起的浮点误差问题;利用偶数细化层次递增关系,优化参数几何数据布局,达到层次间顶点和索引双重用。
     给出适用于移动终端的自适应曲面细化管线。在偶数曲面细化模式基础上,设计适用于移动终端的自适应曲面细化管线,实现了几何模型在移动平台上的交互式渲染。
     实验表明本文的研究工作有效提高了规则网格的绘制效率,相应研究成果已应用于相关863课题。
With the development of modern mapping and remote sensing technology, the size ofelevation and image data is growing at an unprecedented rate. From digital city to digitalChina, and then to digital earth, terrain data are growing exponentially. At the same time,the requirement of realism and rendering speed of the geometric model in the virtual sceneis also growing. The regular grid data, focusing on elevation images and surfacerefinement templates, represent common characteristics, such as the large amount of data,the spatial layout of regular, and the need for real-time rendering.
     The real-time rendering of regular grid faces some technical difficulties, such as thelack of scientific and effective space error threshold setting for level of details(LOD), thelack of scientific quantization precision to guide the geometric data compression, the lowperformance of view visibility and LOD selection computing on Tiled Quadtree, the lackof efficient and flexible crack treatment for LOD, the low adaptivity of surface refinement,the difficulty to be extended for the mobile platform and so on. These restrict the scalableof data size, render quality and efficiency.
     Considering the lack of a reasonable space error threshold for LOD, the world-spaceerror bound was set for each level of Tiled Quadtree by referencing screen space Firstly.Secondly, we gave the optimization of vertex simplification and quantization bits,considering all kinds of errors introduced by terrain processing and rendering, andcombining the current function computing the data size of tile compressed mesh.
     Considering the lack of Tile Load Map, we proposed Multilevel Tile Load Mapalgorithm. We analyzed efficient architecture features of massive terrain LODvisualization, and found that CPU could hardly select tiles from mass terrain effectivelywithin the real-time limit. This restricts the expansion of terrain’s size. Multilevel TileLoad Map (MTLM) algorithm was proposed for tile selection to extend TLM. It uses2dtexture for saving Tiled Quadtree (TQT), and executes tile view-frustum culling andlevel-of-detail selection by GPU acceleration. The scalability constraint was avoided bydealing tile selection with high-performance image processing in TLM. In addition, optimization was presented at tile data organization and resource management.
     In the light of the current regular grid crack treatment efficiency, we proposedparameterization method for multi-scale regular-grid model repairing cracks. Functioncurve fitting was utilized to change the mesh layout and eliminate T-junctions caused byvarious LODs transition. Moreover, the parameterization cracks-repairing methodsupports multi-span LOD using curve function family excellently.
     In analysing the low adaptivity of semi-uniform adaptive patch tessellation, weproposed GPU-based crack-avoiding adaptive even tessellation. Based on theparameterization method for multi-scale regular-grid model repairing cracks, in order toimprove semi-uniform adaptive patch tessellation, even tessellation was proposed usingvertex fitting function to increase tessellation level styles. Vertex was shifted bycontrolling function on vertex shader to eliminate the boundary cracks. In addition,parameter region was divided to avoid floating point precision issue caused by directioninconsistency of function coordinate axes. Then, parametric mesh layouts were optimized,and both vertex and index could be reused between different tessellation levels.
     Lastly, we gave an adaptive refinement pipeline for mobile terminals.Based onadaptive even tessellation, we proposed an adaptive mesh refinement pipeline based onPN triangles. The geometric model implemented interactive rendering on the mobileplatform.
     The experiments show that our researches effectively improve the efficiency ofregular-grid real-time rendering, and the above research results have been applied torelated863projects.
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