디테일을 유지하는 대규모 지형의 GPU 기반 가시화 및 편집
A GPU based Technique for Massive Terrain Data Visualization and Editing Preserving Details
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초록
본 논문은 대규모 지형을 GPU를 이용한 실시간 가시화 및 고속 편집 방법에 대해 제안한다. 대규모 지형은 64× 64 평면 메시를 GPU 셰이더(Shader)의 테셀레이션 과정에서 LOD(Levels of Detail)를 적용하여 테셀레이션 수행 후 변위 매핑을 통해 지형의 높낮이를 결정하여 생성하였다. 이후 노멀맵으로부터 지형을 구성하는 정점들의 법선 정보를 각 정점별로 계산한 후 조명 효과를 적용하여 가시화하였다. 또한 데이터의 병렬처리에 최적화된 GPGPU(General-Purpose computing on GPU)를 이용하여 지형의 전체적인 노이즈 효과 및 가우시안 블러, 평균 필터를 적용한 부드러운 지형 편집에 대해 수행하였다. 마지막으로 본 논문에서는 대규모 지형의 가시화 성능과 지형 편집 시 CPU와 GPU를 이용해 수행한 성능을 측정하였으며 GPU에서 수행하였을 시 고속의 성능을 보였다.
Abstract
In this paper, we propose a GPU based technique for massive terrain data visualization and editing while preserving details. The 64× 64 plane mesh tessellate with LOD(Levels of Detail) in GPU Tessellation stages for creation of massive terrain. After tessellation, the terrain height is calculated by displacement mapping. Normal vector of each vertex is calculated from normal map for natural visualization by applying light effect. And we perform noise, Gaussian blur and mean editing at the whole of massive terrain editing using GPGPU (General-Purpose computing on GPU) that is optimized for data parallel processing. The evaluation of performance measure of massive terrain visualization and editing between CPU and GPU shows that the GPU outperforms as compared to CPU.
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