测绘与空间地理信息
測繪與空間地理信息
측회여공간지리신식
GEOMATICS & SPATIAL INFORMATION TECHNOLOGY
2014年
11期
53-56
,共4页
何望君%牛艺博%刘纪平%张福浩
何望君%牛藝博%劉紀平%張福浩
하망군%우예박%류기평%장복호
三维地形可视化%图元%Triangle Strip%索引组织%批量绘制
三維地形可視化%圖元%Triangle Strip%索引組織%批量繪製
삼유지형가시화%도원%Triangle Strip%색인조직%비량회제
three-dimensional terrain visualization%primitive%Triangle Strip%index organization%batch rendering
大规模地形场景一般由几百万甚至更多的顶点构成,地形瓦片的图元组织与绘制效率直接决定了地形渲染的速度和质量。为明确Triangles,Triangle Strip,Triangle Fan和优化的Triangle Strip图元渲染效率,选取常用的11种大小瓦片样本进行对比试验。从初始化时间、索引缓存大小和实时绘制时间3个方面评估图元效率。结果表明:在地形瓦片小于256时,Triangles和优化的Triangle Strip具备较高的渲染效率,Triangles会占用较大的索引缓存;在地形瓦片超过256时,优化后的Triangle Strip图元具有最高绘制效率,并且占用最小的索引缓存。
大規模地形場景一般由幾百萬甚至更多的頂點構成,地形瓦片的圖元組織與繪製效率直接決定瞭地形渲染的速度和質量。為明確Triangles,Triangle Strip,Triangle Fan和優化的Triangle Strip圖元渲染效率,選取常用的11種大小瓦片樣本進行對比試驗。從初始化時間、索引緩存大小和實時繪製時間3箇方麵評估圖元效率。結果錶明:在地形瓦片小于256時,Triangles和優化的Triangle Strip具備較高的渲染效率,Triangles會佔用較大的索引緩存;在地形瓦片超過256時,優化後的Triangle Strip圖元具有最高繪製效率,併且佔用最小的索引緩存。
대규모지형장경일반유궤백만심지경다적정점구성,지형와편적도원조직여회제효솔직접결정료지형선염적속도화질량。위명학Triangles,Triangle Strip,Triangle Fan화우화적Triangle Strip도원선염효솔,선취상용적11충대소와편양본진행대비시험。종초시화시간、색인완존대소화실시회제시간3개방면평고도원효솔。결과표명:재지형와편소우256시,Triangles화우화적Triangle Strip구비교고적선염효솔,Triangles회점용교대적색인완존;재지형와편초과256시,우화후적Triangle Strip도원구유최고회제효솔,병차점용최소적색인완존。
Large-scale terrain scene is generally composed of several million or more vertices , primitive organization and efficiency of drawing triangles directly determine the speed and quality of the terrain rendering .With the terrain tiles samples of eleven different si-zes, a comparison experiment is carried out to confirm rendering efficiency of Triangles 、Triangle Strip、Triangle Fan and Optimizing Triangle Strip.An evaluation about primitive efficiency is also made with initialization time , index cache size and rendering time .The results showed that:Triangles and optimized Triangle Strip have high rendering efficiency when the terrain tile is less than 256 , mean-while Triangles will occupy a larger size index cache .Optimized Triangle Strip primitive mode has the highest efficiency of drawing and minimal size index cache when the terrain tiles over 256 .