摘要
矢量数据的叠加显示能够提高三维虚拟地球的表达效果与分析能力。受限于GPU的计算精度,在三维虚拟地球中矢量数据绘制普遍存在抖动现象和深度冲突现象。对基于WebGL的矢量数据三维绘制中计算精度问题进行了分析,提出了使用CPU RTC技术和GPU RTE技术提高顶点变换的精度,使用多视锥渲染算法和深度平面技术解决深度缓存精度问题。实验证明,这几种技术和算法可以有效缓解抖动现象和深度冲突现象导致的视觉干扰,改善了各种尺度和范围的矢量数据在三维地形上的叠加显示效果。
Display of vector data over 3D virtual earth enhances its expressiveness and analytic capabilities. Due to the limited computation precision of GPU, jittering and depth conflict effect are common phenomena in rendering vector data on 3D earth scene. The precision problem of rendering vector data over 3D terrain based on WebGL is analyzed. The CPU RTC and GPU RTE techniques are proposed to improve vertex transformation precision, multi- frustum rendering algorithm and depth plane technique are proposed to solve depth buffer precision problem. Ex- periments show that these techniques and algorithms can effectively improve jittering and depth-fighting in render- ing vector on 3D virtual earth.
作者
欧阳峰
龚桂荣
何列松
OUYANG Feng GONG Guirong HE Liesong(1nformation Engineering University, Zhengzhou 450001, China State Key Laboratory of Geo-lnformation Engineering, Xi'an 710054, China Xi'an Research Institute of Surveying and Mapping, Xi'an 710054, China)
出处
《测绘科学技术学报》
CSCD
北大核心
2016年第6期635-638,643,共5页
Journal of Geomatics Science and Technology
基金
国家自然科学基金项目(41301527
41371383)
关键词
三维虚拟地球
矢量绘制
顶点坐标精度
深度缓存精度
深度平面
3D virtual earth
vector rendering
vertex coordinate precision
depth buffer precision
depth plane