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大规模室外地形场景加速绘制技术研究
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摘要
大规模室外地形场景的实时及真实感绘制是图形学与虚拟现实技术中非常重要的研究课题。由高度场数据构成的地表模型代表了地表环境的基本特征,因此对高度场模型的绘制效率是大规模室外场景能否实时绘制的关键。但是由于地表模型具有非常庞大的数据量,有时甚至远远超过了系统内存的容量而无法一次性装载入内存,要达到实时绘制的目的十分困难。即使现在顶级显卡硬件的功能已经非常强大,每秒钟可以绘制的三角形数目突破了百万,但是依然无法通过直接绘制的方式进行交互式地形绘制。实时绘制依赖于有效的虚拟场景加速技术。我们对此问题进行研究,试图在尽量保持图象保真度的条件下,探讨可能的最佳加速方法和加速方法组合,进一步提高地形绘制的效率。针对大规模地形场景在3D地理信息系统、虚拟战场作战演习、逼真的三维游戏以及汽车模拟驾驶中以漫游为主的应用,我们展开以可见性加速为主并辅以层次细节简化、优化数据调度、硬件加速技术等多种加速技术的地形绘制的研究工作。
     我们的工作成果如下:
     ●本文为地形场景提出了一种保守的from-region层次可见性计算方法。层次可见性与高效表示的多分辨率层次模型有机结合,实现大规模地形场景的连续实时绘制。层次可见性在预处理阶段建立,预处理所需存储的信息以及计算开销均小于以往同类算法。利用该可见性信息,在运行时刻剔除相对视点不可见的大块场景,减少了模型LOD处理和绘制的时间。实时阶段的可见性既可以采用点判定方式,也可以针对特定的低空漫游形式采用基于区域方式的判定。同时,可见性预计算是保守的,也避免了因为不恰当的不可见区域剔除导致的视觉误差的出现。而基于四叉树结构的视点相关自适应简化又可以被应用到大规模三维点采样数据模型的绘制中,实现了基于参数空间的点与多边形的混合多分辨率绘制方法。
     ●本文提出一种基于水平线(horizon)的实时层叠式遮挡剔除算法。
     from-region的可见性预计算虽然可以为应用程序实时运行阶段提供加速,但是其庞大的预处理开销和惊人的存储量还是为实际应用造成了很大的不便,尤其对于海量原始数据进行可见性预计算显然不可行。因此,基于地形场景具有的
Real-time walkthrough and realistic rendering of large-scale terrain environments is an important topic in computer graphics and virtual reality technique. A terrain surface model composed of height field data provides the observer the primary perception of outdoor scene, so the efficiency of height field rendering is the key factor that determines if it is possible to render the scene in real time. As the model contains huge amount of original data, sometimes even exceeds the capacity of system memory and can not be wholly loaded into the memory, real-time rendering confronts with many difficulties. Even though the top graphics card has become more and more powerful so that over one million of triangles can be rendered per second, interactive terrain rendering using brute-force approach is still impossible, and acceleration technique should be developed to speed up the rendering of scene. We carry on our research work to this problem, try to find the optimal acceleration method or combination of acceleration techniques to further improve the rendering frame rate while still maintaining the image fidelity unchanged. For those applications based on walkthrough of terrain environments such as VR GIS, virtual battle field, 3D game or driving simulation, we investigate the work and concentrate on visibility culling of scene with other accessorial acceleration methods such as LOD, optimal data paging, hardware-assisted speedup etc.The main contributions of this thesis are: This thesis proposes a conservative hierarchical visibility computation method for terrain environments, which belongs to from-region visibility problem. The combination of hierarchical visibility with multi-resolution model leads to efficiently rendering large-scale terrain in real time with continuous level of detail. Hierarchical visibility is computed offline in preprocessing stage, which needs less storage and
    
    computation overhead than previous algorithm. Visibility information is used to cull those invisible blocks of terrain at run time, thus reduces the time spending on tessellation and rendering. The visibility determination is conservative and can avoid visual artifact induced by improper culling. The view-dependent simplification algorithm based on quadtree structure can also be used to render large-scale point model, we implement a hybrid rendering approach that combines the points in parameter space with polygons in geometric space.This thesis proposes a cascading occlusion culling algorithm based on horizon. From-region visibility algorithm has its inherent disadvantages because it may cost much storage and time on preprocessing. The contradiction becomes obvious for out-of-core dataset. Outdoor terrain has special geographical feature information, which we extract from the original dataset offline and make use of them to construct occlusion horizon at run time, and temporal coherence is well applied while performing cascading occlusion culling between continuous frames. We use both view parameter and visibility information as the standard of LOD selection, and we propose a visibility-driven CLOD framework for terrain. Besides occlusion culling algorithm in object space, we also implement hardware-assisted visibility culling in image space using extracted features.This thesis proposes a new error metric of simplification that well suits walkthrough application and proposes a scheme that uses incremental horizon to control data loading and geometry rendering for out-of-core terrain dataset. Out-of-core model has more difficulty than general large-scale scene in real-time rendering, so special treatment is required. The error metric proposed in this thesis is silhouette-preserving and shading-preserving. It accords with the visual perception of human's eye when walking through. The model simplification using this metric can further reduce the geometric complexity while maintaining image quality. We use potential silhouette as the occluder to construct incremental horizon, control the data exchange between system memory and secondary storage,
引文
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