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Multi-thread block terrain dynamic scheduling based on three-dimensional array and Sudoku
DOI:10.1007/s11042-017-4496-1.png)
Abstract
En 中文
With the increasing of the scale and resolution of terrains, graphic processing hardware meet the new challenges during the terrain rendering. To solve this problem, a dynamic scheduling algorithm based on the three-dimensional array and Sudoku is proposed in this paper. Mesh optimization and texture format conversion mode is utilized to reduce the terrain data size without quality reduction. Stratified block terrains can be then built corresponding to the three-dimensional array. Finally, these block terrains are loaded and unloaded dynamically based on Sudoku strategy according to the viewpoint position. Experimental results show that the efficiency of the proposed algorithm is significantly higher than six state-of-the-art algorithms. Consequently, our algorithm has the ability to load a great amount of terrain data with high performance in frame frequency, which achieves more fluid visual experience.
Keywords:
Dynamic scheduling
Block terrain
Terrain preprocessing
Sudoku
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