为加快TIP(Tour Into the Picture)的绘制速度,提出1种基于GPU(Graphics Processing Unit)的方法,充分利用GPU的运算能力,把背景纹理提取过程从CPU转移到GPU中进行,利用GPU固定管道进行TIP绘制,CPU负责前景模型的深度计算及纹理提取.因...为加快TIP(Tour Into the Picture)的绘制速度,提出1种基于GPU(Graphics Processing Unit)的方法,充分利用GPU的运算能力,把背景纹理提取过程从CPU转移到GPU中进行,利用GPU固定管道进行TIP绘制,CPU负责前景模型的深度计算及纹理提取.因此,CPU与GPU可以并行运算,显著提高纹理映射速度从而缩短整个TIP绘制时间,满足用户在虚拟场景中漫游的实时性要求.展开更多
Real-time graphics processing is all along a crucial task of mobile device, and it is conventionally supported by programmable graphics processing unit(GPU). These GPUs are designed to flexibly support vertex and pixe...Real-time graphics processing is all along a crucial task of mobile device, and it is conventionally supported by programmable graphics processing unit(GPU). These GPUs are designed to flexibly support vertex and pixel processing with classic techniques such as on-chip cache and dynamic programmable pipelining. However, it is difficult for the vertex shader and pixel shader to achieve high utilization of hardware resources, even though there is a certain balance by reasonable processor quantity ratio. In this paper, a unified render shader with a very long instruction word(VLIW) processor was designed. The viewport transformation algorithm and the Mipmap mapping algorithm are respectively mapped on the shader, with the purpose of providing an energy-efficient and flexible hardware platform for graphics processing in mobile device. The implemented operating frequency is up to 134 MHz on Xilinx XC7 Z045-2-FFG900 field programmable gate array(FPGA), and unified architecture shader has a performance of 134 Mpixels/s in pixel fill rate, 546 Mtexels/s in texel fill rate.展开更多
Spatial analysis,including viewshed analysis,is an important aspect of the Digital Earth system.Viewshed analysis is usually performed on a large scale,so efficiency is important in any Digital Earth application makin...Spatial analysis,including viewshed analysis,is an important aspect of the Digital Earth system.Viewshed analysis is usually performed on a large scale,so efficiency is important in any Digital Earth application making these calculations.In this paper,a real-time algorithm for viewshed analysis in 3D scenes is presented by using the parallel computing capabilities of a graphics processing unit(GPU).In contrast to traditional algorithms based on line-of-sight,this algorithm runs completely within the programmable 3D visualization pipeline to render 3D terrains with viewshed analysis.The most important difference is its integration of the viewshed calculation with the rendering module.Invisible areas are rendered as shadows in the 3D scene.The algorithm process is paralleled by rasterizer units in the graphics card and by vertex and pixel shaders executed on the GPU.We have implemented this method in our 3D Digital Earth system with the DirectX 9.0c API and tested on some consumer-level PC platforms with interactive framerates and high image quality.Our algorithm has been widely used in related systems based on Digital Earth.展开更多
文摘为加快TIP(Tour Into the Picture)的绘制速度,提出1种基于GPU(Graphics Processing Unit)的方法,充分利用GPU的运算能力,把背景纹理提取过程从CPU转移到GPU中进行,利用GPU固定管道进行TIP绘制,CPU负责前景模型的深度计算及纹理提取.因此,CPU与GPU可以并行运算,显著提高纹理映射速度从而缩短整个TIP绘制时间,满足用户在虚拟场景中漫游的实时性要求.
基金supported by the National Natural Science Foundation of China (61772417, 61602377, 61634004, 61802304,61834005)the Shaanxi Provincial Science and Technology Co-ordination Innovation Project (2016KTZDGY0204-02)the Shaanxi Provincial Key Research and Development Program (2017GY-060)
文摘Real-time graphics processing is all along a crucial task of mobile device, and it is conventionally supported by programmable graphics processing unit(GPU). These GPUs are designed to flexibly support vertex and pixel processing with classic techniques such as on-chip cache and dynamic programmable pipelining. However, it is difficult for the vertex shader and pixel shader to achieve high utilization of hardware resources, even though there is a certain balance by reasonable processor quantity ratio. In this paper, a unified render shader with a very long instruction word(VLIW) processor was designed. The viewport transformation algorithm and the Mipmap mapping algorithm are respectively mapped on the shader, with the purpose of providing an energy-efficient and flexible hardware platform for graphics processing in mobile device. The implemented operating frequency is up to 134 MHz on Xilinx XC7 Z045-2-FFG900 field programmable gate array(FPGA), and unified architecture shader has a performance of 134 Mpixels/s in pixel fill rate, 546 Mtexels/s in texel fill rate.
基金This work is supported in part by 863 program grants 2009AA12Z227,2009AA12Z215also by the MOST Program(Grant No.2008BAH23B04).
文摘Spatial analysis,including viewshed analysis,is an important aspect of the Digital Earth system.Viewshed analysis is usually performed on a large scale,so efficiency is important in any Digital Earth application making these calculations.In this paper,a real-time algorithm for viewshed analysis in 3D scenes is presented by using the parallel computing capabilities of a graphics processing unit(GPU).In contrast to traditional algorithms based on line-of-sight,this algorithm runs completely within the programmable 3D visualization pipeline to render 3D terrains with viewshed analysis.The most important difference is its integration of the viewshed calculation with the rendering module.Invisible areas are rendered as shadows in the 3D scene.The algorithm process is paralleled by rasterizer units in the graphics card and by vertex and pixel shaders executed on the GPU.We have implemented this method in our 3D Digital Earth system with the DirectX 9.0c API and tested on some consumer-level PC platforms with interactive framerates and high image quality.Our algorithm has been widely used in related systems based on Digital Earth.