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Программные системы и вычислительные методы
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Вяткин С.И. Визуализация фото-реалистичного рельефа местности на основе текстуры-формы с использованием графических ускорителей

Аннотация: Объектом исследования являются новый способ задания и визуализация фото-реалистичного рельефа местности. Предлагается метод рендеринга террейна не сложнее отображения текстуры. Модель местности кодируется дифференциальной картой высот, то есть задается алгебраически несущая поверхность и в каждом узле хранится только отклонение от этой базовой поверхности. Такой способ кодирования позволяет легко создавать непрерывные уровни детальности и облегчает качественную фильтрацию. По мере рекурсивного деления вокселей на каждом уровне деления необходимо проецировать центры вычисленных вокселей на базовую плоскость. Полученные координаты, так же как и в случае с обычной RGB текстурой, определят адрес в так называемой "карте высот" или "текстуре формы". Считываем по этому адресу для соответствующего уровня детальности соответствующую высоту и используем ее в тесте пересечения при модификации коэффициентов уравнения поверхности. В результате получаем промодулированную значениями "карты высот" поверхность. Визуализация в реальном масштабе времени реализована на графических ускорителях. Метод исследования базируется на аналитической геометрии в пространстве, дифференциальной геометрии и векторной алгебре, теории интерполяции и теории матриц, опирается на математическое моделирование и теорию вычислительных систем. Основными выводами проведенного исследования являются: возможность генерации рельефа местности, в котором для отображения рельефа и смены уровней детальности используется тот же механизм, что и для текстуры цвета. Для фильтрации изображения при динамике используется интерполяция высот по аналогии с текстурой цвета. В сравнении с известными алгоритмами в предложенном алгоритме время вычислений при генерации рельефа практически не зависит от разрешения карты высот.


Ключевые слова:

Высотно-базируемый террейн, Воксельно-базируемый террейн, Текстура формы, Уровни детальности, Скалярные функции возмущения, Графические ускорители, Регулярная сетка высот, Нерегулярная сетка высот, Метод отслеживания лучей, Неполигональное представление рельефа

Abstract: The object of research is a new way of defining and visualizing a photorealistic terrain. The method to render a terrain as easily as a texture is proposed. A terrain model is coded as differential height map, i.e. the carrier surface is defined by algebraic means and only deviation from this basic surface is stored in the each node. Such a modeling method simplifies creation of smooth detail levels and shading. The data of height grid is not a subject to geometry transformations as the triangle vertices are. The geometry transformations are only required for the carrier surface. During the recursive voxel subdivision on each level, we project the centers of the voxels onto basic plane. The computed coordinates, as well as in the case of ordinary RGB texture map, will define address in the so called "altitude map" or "shape texture". The altitude corresponding to this address and a level of details is calculated, and are used to modify coefficients of the base plane equation. As a result will be obtained a surface modulated with the values from the altitude map. Visualization in real time on graphical accelerators is implemented. The method is based on the analytic geometry in space, differential geometry and vector algebra, interpolation theory and matrix theory, based on mathematical modeling and computer science. The main conclusions of the study are: the ability to generate the terrain using the same mechanism as for the texture color to display the terrain and changing levels of detail. The image interpolation is used for filtering heights dynamically similar to color texture. In comparison with the known methods the proposed method computation time substantially does not dependent on the resolution of the height map when generating a terrain.


Keywords:

regular elevation grid, graphics processing units, scalar perturbation functions, levels of detailisation, shape texture, voxel-based terrain, height-based terrain, irregular elevation grid, ray-tracing method, non-polygonal representation of terrain


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Библиография
1. R. Ferguson, R. Economy, W. Kelly, and P. Ramos. “Continuous Terrain Level of Detail for Visual Simulation”, Proceedings of Image V Conference, June, 1990. pp. 144-151.
2. L.L. Scarlatos “A Refined Triangulation Hierarchy for Multiple Levels of Terrain Detail”, Proceedings of Image V Conference, June, 1990. pp. 115-122.
3. L.L. Scarlatos. Adaptive Terrain Models for Real-Time Simulation, Proceedings of the Digital Electronic Terrain Board Symposium, Wichita, KS, October 1989, pp. 219-229.
4. L.L. Scarlatos. A Compact Terrain Model Based On Critical Topographic Features, Proceedings of Auto Carto 9, Baltimore, MD, April 1989, pp. 146-155.
5. L. Scarlatos and T. Pavlidis. Adaptive Hierarchical Triangulation, Proceedings of Auto-Carto 10, Baltimore, MD, March 1991, pp. 234-246.
6. L. Scarlatos and T. Pavlidis. Hierarchical Triangulation Using Terrain Features, Proceedings of Visualization ‘90, San Francisco, CA, October 1990, pp. 168-175.
7. L.L. Scarlatos. An Automated Critical Line Detector for Digital Elevation Matrices, Technical Papers of 1990 ACSM-ASPRS Annual Convention, Volume 2, Denver, CO, March 1990, pp. 43-52.
8. L. Scarlatos and T. Pavlidis. Adaptive Hierarchical Triangulation, Proceedings of Auto-Carto 10, Baltimore, MD, March 1991, pp. 234-246.
9. L. Scarlatos and T. Pavlidis. Hierarchical Triangulation Using Cartographic Coherence, CVGIP: Graphical Models and Image Processing, 54 (2), March 1992, pp. 147-161.
10. L.L. Scarlatos and T. Pavlidis. “Real Time Manipulation of 3D Terrain Models", 1993 ACSM/ASPRS Annual Convention & Exposition Technical Papers, Volume 3, New Orleans, LA, February 1993, pp. 331-339.
11. L.L. Scarlatos and T. Pavlidis. Techniques for Merging Raster and Vector Features with 3D Terrain Models in Real Time, 1993ACSM/ASPRS Annual Convention & Exposition Technical Papers, Volume 1, New Orleans, LA, February 1993, pp. 372-381.
12. R. Pajarola, and E. Gobbetti. Survey on Semi-Regular Multiresolution Models for Interactive Terrain Rendering. The Visual Computer: International Journal of Computer Graphics, Volume 23, Number 8, 2007, pp. 583–605.
13. P. Lindstrom, D. Koller, W. Ribarsky, L. F. Hodges, F. Nick, and G. A. Turner. Real-Time, Continuous Level of Detail Rendering of Height Fields. Proceedings of SIGGRAPH 1996, pp. 109–118.
14. M. Duchaineau, M. Wolinsky, D. E. Sigeti, M. C. Miller, C. Alrich, and M. B. Mineev-Weinstein. ROAMing Terrain: Real-time Optimally Adapting Meshes. Proceedings of the 8th Conference on Visualization ’97, pp. 81–88.
15. S. Rottger, W. Heidrich, P. Slusallek, and H-P. Seidel. Real-Time Generation of Continuous Levels of Detail for Height Fields. Proceedings of WSCG ’98, pp. 315–322.
16. H. Hoppe. Smooth View-Dependent Level-of-Detail Control and its Application to Terrain Rendering. Proceedings of the Conference on Visualization ’98, pp. 35–42.
17. Thatcher Ulrich. Super-size it! Scaling up to Massive Virtual Worlds”. SIGGRAPH 2002, Course Notes. New-York: ACM press, 2002.
18. C. C. Tanner, C. J. Migdal, and M. T. Jones. The Clipmap: A Virtual Mipmap. Proceedings of SIGGRAPH 1998, pp. 151–158.
19. F. Losasso, and H. Hoppe. Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids. ACM Transactions on Graphics Proceedings of SIGGRAPH 2004, Volume 23, Issue 3, 769–776.
20. A. Asirvatham, and H. Hoppe. Terrain Rendering Using GPU-Based Geometry Clipmaps. GPU Gems 2, Addison-Wesley, Chapter 2, 2005, pp. 27–45.
21. Y. Livny, Z. Kogan, and J. El-Sana. Seamless Patches for GPU-Based Terrain Rendering. The Visual Computer: International Journal of Computer Graphics, Volume 25, Number 3, 2009, pp. 197–208.
22. C. Dick, J. Kruger, and R. Westermann. GPU Ray-Casting for Scalable Terrain Rendering. Proceedings of Eurographics 2009, pp. 43–50.
23. D. Cohen and A. Shaked. Photo-realistic imaging of digital terrain. Proceedings of Eurographics'93, Barselona-Spain, 6-10 September 1993, Volume 12 Number 3, pages 363-373.
24. D. W. Paglieroni and S. M. Petersen. Parametric heights field ray-tracing. Proceedings of Graphics Interface'92, 1992, pages 192-200.
25. G. Vezina and P. K. Robertson. Terrain perspectives on a massively parallel SIMD Computer. Proceedings of CG International'91, Springer-Verlag, 1991, pages 163-188.
26. P. Pitot, Y. Duthen, and R. Caubet. A parallel architecture for ray-casting. Computer Graphics'89, pages 463-472. Blenheim, 1989.
27. G. Agranov and C. Gotsman. Algorithms for Rendering Realistic Terrain Image Sequences and Their Parallel Implementation. Proceedings of Graphicon'95, pages 153-161, St. Petersburg, 1995.
28. W. E. Lorensen, and H. E. Cline. Marching Cubes: A High Resolution 3D Surface Construction Algorithm”. Computer Graphics, Proceedings of SIGGRAPH 87, Volume 21, Issue 4, pp. 163–169.
29. R.Shu, C. Zhou, and M. S. Kankanhalli. Adaptive Marching Cubes. The Visual Computer, Volume 11, pp. 202–217.
30. R. Shekhar, E. Fayyad, R. Yagel, and J. F. Cornhill. Adaptive Marching Cubes”. The Visual Computer, Volume 11, 1996, pp. 202–217.
31. M. Kazhdan, A. Klein, K. Dalal, and H. Hoppe. Unconstrained Isosurface Extraction on Arbitrary Octrees. Proceedings of the 5th Eurographics Symposium on Geometry Processing, pp. 125–133.
32. J.F. Blinn. Simulation of Wrinkled Surfaces, Computer Graphics. Proc. SIGGRAPH 78, Vol. 12, No. 3, P.263.
33. C. Crassin, F. Neyret, S. Lefebvre, and E. Eisemann. GigaVoxels: Ray-guided Streaming for Efficient and Detailed Voxel Rendering. Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games, pp. 15–22.
34. Manuel M. Oliveira, Gary Bishop, David McAllister. Relief Texture Mapping. Proc. SIGGRAPH 2000 (New Orleans, Louisiana, July 23-28, 2000). P. 324.
35. Lance Williams. “Pyramidal Parametrics, Computer Graphics”, 1983-12, N 4, P. 270.
36. Вяткин С. И. Моделирование сложных поверхностей с применением функций возмущения // Автометрия, 2007, т. 43, № 3. C. 40–47.
37. Вяткин С. И. Метод бинарного поиска элементов изображения функционально заданных объектов с применением графических акселераторов // Автометрия, Том 50, Номер 6, 2014, С. 89-96.
References
1. R. Ferguson, R. Economy, W. Kelly, and P. Ramos. “Continuous Terrain Level of Detail for Visual Simulation”, Proceedings of Image V Conference, June, 1990. pp. 144-151.
2. L.L. Scarlatos “A Refined Triangulation Hierarchy for Multiple Levels of Terrain Detail”, Proceedings of Image V Conference, June, 1990. pp. 115-122.
3. L.L. Scarlatos. Adaptive Terrain Models for Real-Time Simulation, Proceedings of the Digital Electronic Terrain Board Symposium, Wichita, KS, October 1989, pp. 219-229.
4. L.L. Scarlatos. A Compact Terrain Model Based On Critical Topographic Features, Proceedings of Auto Carto 9, Baltimore, MD, April 1989, pp. 146-155.
5. L. Scarlatos and T. Pavlidis. Adaptive Hierarchical Triangulation, Proceedings of Auto-Carto 10, Baltimore, MD, March 1991, pp. 234-246.
6. L. Scarlatos and T. Pavlidis. Hierarchical Triangulation Using Terrain Features, Proceedings of Visualization ‘90, San Francisco, CA, October 1990, pp. 168-175.
7. L.L. Scarlatos. An Automated Critical Line Detector for Digital Elevation Matrices, Technical Papers of 1990 ACSM-ASPRS Annual Convention, Volume 2, Denver, CO, March 1990, pp. 43-52.
8. L. Scarlatos and T. Pavlidis. Adaptive Hierarchical Triangulation, Proceedings of Auto-Carto 10, Baltimore, MD, March 1991, pp. 234-246.
9. L. Scarlatos and T. Pavlidis. Hierarchical Triangulation Using Cartographic Coherence, CVGIP: Graphical Models and Image Processing, 54 (2), March 1992, pp. 147-161.
10. L.L. Scarlatos and T. Pavlidis. “Real Time Manipulation of 3D Terrain Models", 1993 ACSM/ASPRS Annual Convention & Exposition Technical Papers, Volume 3, New Orleans, LA, February 1993, pp. 331-339.
11. L.L. Scarlatos and T. Pavlidis. Techniques for Merging Raster and Vector Features with 3D Terrain Models in Real Time, 1993ACSM/ASPRS Annual Convention & Exposition Technical Papers, Volume 1, New Orleans, LA, February 1993, pp. 372-381.
12. R. Pajarola, and E. Gobbetti. Survey on Semi-Regular Multiresolution Models for Interactive Terrain Rendering. The Visual Computer: International Journal of Computer Graphics, Volume 23, Number 8, 2007, pp. 583–605.
13. P. Lindstrom, D. Koller, W. Ribarsky, L. F. Hodges, F. Nick, and G. A. Turner. Real-Time, Continuous Level of Detail Rendering of Height Fields. Proceedings of SIGGRAPH 1996, pp. 109–118.
14. M. Duchaineau, M. Wolinsky, D. E. Sigeti, M. C. Miller, C. Alrich, and M. B. Mineev-Weinstein. ROAMing Terrain: Real-time Optimally Adapting Meshes. Proceedings of the 8th Conference on Visualization ’97, pp. 81–88.
15. S. Rottger, W. Heidrich, P. Slusallek, and H-P. Seidel. Real-Time Generation of Continuous Levels of Detail for Height Fields. Proceedings of WSCG ’98, pp. 315–322.
16. H. Hoppe. Smooth View-Dependent Level-of-Detail Control and its Application to Terrain Rendering. Proceedings of the Conference on Visualization ’98, pp. 35–42.
17. Thatcher Ulrich. Super-size it! Scaling up to Massive Virtual Worlds”. SIGGRAPH 2002, Course Notes. New-York: ACM press, 2002.
18. C. C. Tanner, C. J. Migdal, and M. T. Jones. The Clipmap: A Virtual Mipmap. Proceedings of SIGGRAPH 1998, pp. 151–158.
19. F. Losasso, and H. Hoppe. Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids. ACM Transactions on Graphics Proceedings of SIGGRAPH 2004, Volume 23, Issue 3, 769–776.
20. A. Asirvatham, and H. Hoppe. Terrain Rendering Using GPU-Based Geometry Clipmaps. GPU Gems 2, Addison-Wesley, Chapter 2, 2005, pp. 27–45.
21. Y. Livny, Z. Kogan, and J. El-Sana. Seamless Patches for GPU-Based Terrain Rendering. The Visual Computer: International Journal of Computer Graphics, Volume 25, Number 3, 2009, pp. 197–208.
22. C. Dick, J. Kruger, and R. Westermann. GPU Ray-Casting for Scalable Terrain Rendering. Proceedings of Eurographics 2009, pp. 43–50.
23. D. Cohen and A. Shaked. Photo-realistic imaging of digital terrain. Proceedings of Eurographics'93, Barselona-Spain, 6-10 September 1993, Volume 12 Number 3, pages 363-373.
24. D. W. Paglieroni and S. M. Petersen. Parametric heights field ray-tracing. Proceedings of Graphics Interface'92, 1992, pages 192-200.
25. G. Vezina and P. K. Robertson. Terrain perspectives on a massively parallel SIMD Computer. Proceedings of CG International'91, Springer-Verlag, 1991, pages 163-188.
26. P. Pitot, Y. Duthen, and R. Caubet. A parallel architecture for ray-casting. Computer Graphics'89, pages 463-472. Blenheim, 1989.
27. G. Agranov and C. Gotsman. Algorithms for Rendering Realistic Terrain Image Sequences and Their Parallel Implementation. Proceedings of Graphicon'95, pages 153-161, St. Petersburg, 1995.
28. W. E. Lorensen, and H. E. Cline. Marching Cubes: A High Resolution 3D Surface Construction Algorithm”. Computer Graphics, Proceedings of SIGGRAPH 87, Volume 21, Issue 4, pp. 163–169.
29. R.Shu, C. Zhou, and M. S. Kankanhalli. Adaptive Marching Cubes. The Visual Computer, Volume 11, pp. 202–217.
30. R. Shekhar, E. Fayyad, R. Yagel, and J. F. Cornhill. Adaptive Marching Cubes”. The Visual Computer, Volume 11, 1996, pp. 202–217.
31. M. Kazhdan, A. Klein, K. Dalal, and H. Hoppe. Unconstrained Isosurface Extraction on Arbitrary Octrees. Proceedings of the 5th Eurographics Symposium on Geometry Processing, pp. 125–133.
32. J.F. Blinn. Simulation of Wrinkled Surfaces, Computer Graphics. Proc. SIGGRAPH 78, Vol. 12, No. 3, P.263.
33. C. Crassin, F. Neyret, S. Lefebvre, and E. Eisemann. GigaVoxels: Ray-guided Streaming for Efficient and Detailed Voxel Rendering. Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games, pp. 15–22.
34. Manuel M. Oliveira, Gary Bishop, David McAllister. Relief Texture Mapping. Proc. SIGGRAPH 2000 (New Orleans, Louisiana, July 23-28, 2000). P. 324.
35. Lance Williams. “Pyramidal Parametrics, Computer Graphics”, 1983-12, N 4, P. 270.
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37. Vyatkin S. I. Metod binarnogo poiska elementov izobrazheniya funktsional'no zadannykh ob'ektov s primeneniem graficheskikh akseleratorov // Avtometriya, Tom 50, Nomer 6, 2014, S. 89-96.