• 中国计算机学会会刊
  • 中国科技核心期刊
  • 中文核心期刊

计算机工程与科学 ›› 2021, Vol. 43 ›› Issue (04): 614-619.

• 高性能计算 • 上一篇    下一篇

基于GPU的海量离散点高程并行插值算法

王智广1,2 ,张腾畅3,吴相锦2,鲁强1,2   

  1. (1.中国石油大学(北京)石油数据挖掘北京市重点实验室,北京 102249;

    2.中国石油大学(北京)计算机科学与技术系,北京 102249;3.北京中油瑞飞信息技术有限责任公司,北京 102206)


  • 收稿日期:2020-05-01 修回日期:2020-07-02 接受日期:2021-04-25 出版日期:2021-04-25 发布日期:2021-04-21
  • 基金资助:
    国家重点研发计划(2019YFC0312003);国家科技重大专项(2017ZX05018-005)

A GPU-based elevation parallel interpolation algorithm for massive discrete points

WANG Zhi-guang1,2,ZHANG Teng-chang3,WU Xiang-jin2,LU Qiang1,2   

  1. (1.Beijing Key Laboratory of Petroleum Data Mining,China University of Petroleum-Beijing,Beijing 102249;

    2.Department of Computer Science and Technology,China University of Petroleum-Beijing,Beijing 102249;

    3.CNPC Beijing Richfit Information Technology Co.,LTD.,Beijing 102206,China)

  • Received:2020-05-01 Revised:2020-07-02 Accepted:2021-04-25 Online:2021-04-25 Published:2021-04-21

摘要: 提出一种基于GPU的高程并行插值算法,实现了对三维地表上海量离散点的并行加速渲染。通过高程纹理组织三维地表网格高程数据作为离散点渲染的基础,并通过GLSL编写GPU着色器程序动态控制图形渲染管线,实现视点相关的高程并行插值算法。实验结果表明,提出的基于GPU的高程并行插值算法较传统的内存插值算法,将三维地表上海量离散点的渲染量级从百万级提高到了千万级。

关键词: 海量离散点, 高程纹理, 并行插值, 着色器编程

Abstract: A GPU-based elevation parallel interpolation algorithm is proposed, which realizes the parallel accelerated rendering of discrete points on the three-dimensional surface. The algorithm orga- nizes the three-dimensional surface grid elevation data through the elevation texture as the basis of discrete point rendering, and uses GLSL to write GPU shader programs to dynamically control the graphics rendering pipeline, so as to realize the parallel elevation interpolation algorithm related to the viewpoints. The experimental results indicate that, compared with the traditional memory interpolation algorithm, the GPU-based elevation parallel interpolation algorithm improves the rendering magnitude of discrete points on the three-dimensional surface from one million to ten million.

Key words: massive discrete points, elevation texture, parallel interpolation, shader programming