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Research On GPU Accelerated Rendering Method Of Ocean Scene In Embedded Real-time System

Posted on:2020-03-18Degree:MasterType:Thesis
Country:ChinaCandidate:X X LiuFull Text:PDF
GTID:2392330623451411Subject:Computer technology
Abstract/Summary:PDF Full Text Request
With the rapid development of China's economic strength and the rapid improvement of comprehensive national strength,the management and monitoring of the ocean has received more and more attention from the state.Traditional tools such as paper ocean map and two-dimensional graphics ocean map software can no longer meet the needs of rapid development of ocean informatization.Ocean Rendering Engine can simulate the three-dimensional ocean environment efficiently,real-time and vividly,and have become a new trend of ocean informatization.OSG(OpenSceneGraph)is a rendering engine of 3D simulation.Its ocean rendering module OSG Ocean is plugged into the OSG engine to simulate the 3D marine environment quickly and efficiently,but in the realization of high resolution marine environment simulation,The rendered ocean will have problems such as a large drop in frame rate and poor real-time performance,and the rendered ocean sky scene is not real.The main research work of this paper is as follows:Firstly,the parallel feasibility of Fast Fourier transform(FFT)algorithm is analyzed,and three GPU methods are implemented to accelerate the calculation of the algorithm.In CUDA method,FFT algorithm is optimized by utilizing the multithreading model of GPU and the characteristics of memory hierarchy.In the Fragment Shader method,two texture cache exchanges are used,which are used as input and output of data,a 1:1 mapping relationship between texture and pixels,and use rendering to texture technology to optimize the calculation process,eliminating the need for The time consumed by copying the frame buffer.When it can't be combined with the OpenGL rendering pipeline to satisfy the computing task,the computational shader can take advantage of the large-scale intensive computing power of the GPU and improve the rendering speed.Second,the heterogeneous parallel improvement of the ocean rendering module of the OSG engine.This paper first analyses the framework of OSG Ocean marine rendering engine and builds a statistical model of ocean surface.It is concluded that every frame of the system is rendered,the height field of ocean surface needs to be calculated by two-dimensional Fast Fourier transform,and the calculation is heavy and time-consuming.In the Linux and embedded real-time system VxWorks environment,this paper uses GPU acceleration method to perform heterogeneous parallel computing on the ocean rendering engine to accelerate the rendering of ocean scenes,and meet the real-time requirements of the system.Finally,in the face of the unreality of the ocean sky scene,the skybox-based method is implemented to construct the texture of the sky environment and solve the problem of the single unreality of the sky scene.Then the environment mapping and Blinn-Phong illumination model are combined with the surrounding weather environment to improve the authenticity of the ocean scene rendering.
Keywords/Search Tags:Fast Fourier transform, Ocean rendering, CUDA, OpenGL, Real-time system
PDF Full Text Request
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