A SSE2 based multi-source texture blending method for large-scale virtual terrain simulation

被引:0
|
作者
Wei, Yong [1 ,2 ]
Ding, Yulin [3 ,4 ]
Gong, Guirong [1 ]
Du, Ying [1 ]
Zhou, Yan [5 ]
机构
[1] Institute of Geospatial Information, Information and Engineering University, Zhengzhou,450053, China
[2] Sichuan Engineering Research Center for Emergency Mapping & Disaster Reduction, Chengdu,610041, China
[3] Faculty of Geosciences and Environmental Engineering, Southwest Jiaotong University, Chengdu,611756, China
[4] Institute of Space and Earth Information Science, The Chinese University of Hong Kong, 999077, Hong Kong
[5] School of Resources and Environment, University of Electronic Science and Technology of China, Chengdu,610000, China
关键词
Virtual reality - Landforms - Application programming interfaces (API) - Blending - Efficiency - Rendering (computer graphics) - Three dimensional computer graphics;
D O I
10.13203/j.whugis20130362
中图分类号
学科分类号
摘要
The texture data plays an important role in three-dimensional topography simulation for virtual battlefield environment. 3D graphics engine such as OpenGL or D3D provides multi-texture mapping mechanism or shader, which is able to achieve the integration of multiple textures. But the achievement of multiple textures is GPU-based, which will take a large occupancy of GPU memory and bandwidth. In thin clients, such method will cause a lower render delay and lower efficiency. Therefore, a novel SSE2 based multi-texture blending method is presented in this paper, which implements the multiple textures blending process on CPU. The experiment proved that this method can effectively reduce the GPU load, achieve the integration of real-time multi-layered texture, and improve the rendering efficiency of three-dimensional topography simulation system. ©, 2015, Wuhan University. All right reserved.
引用
收藏
页码:510 / 515
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