引用本文: | 郝建新,蔡宣平,孙茂印.高速三维地形显示系统的体系结构.[J].国防科技大学学报,1994,16(3):19-24.[点击复制] |
Hao Jianxin,Cai Xuanping,Sun Maoyin.Hierarchy of High Speed 3D Terrain Display[J].Journal of National University of Defense Technology,1994,16(3):19-24[点击复制] |
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高速三维地形显示系统的体系结构 |
郝建新, 蔡宣平, 孙茂印 |
(国防科技大学 电子技术系 湖南 长沙 410073)
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摘要: |
从自行设计的专用三维地形显示的硬件和软件系统的观点出发,讨论了高速三维地形显示系统的体系结构、关键技术及其实现方法。以新一代的高速处理器 INTEL i860 为核心,采用分配树技术,解决多路并行输出产生的竞争和瓶颈问题;实现Z-缓冲硬件算法,提高系统的图形消隐速度;设计多帧存体结构,支持多通道、多画面信息的快速显示。 |
关键词: 高速处理,体系结构,分配树,瓶颈,消隐 |
DOI: |
投稿日期:1993-12-05 |
基金项目: |
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Hierarchy of High Speed 3D Terrain Display |
Hao Jianxin, Cai Xuanping, Sun Maoyin |
(Department of Electronic Technology)
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Abstract: |
From viewpoint that the hardware and the software of special 3D terrain system must be designed by ourselves, we discuss the architecture,key techniques and their realization of a typical high speed 3D terrain system in this paper. First of all we select high speed processor INTEL i860 as kernel of the system. Then we design a special unit called' allocating tree' to solve the contention and bottleneck problem caused by mutil-tunnel outputs. Thirdly,we realize the hardware Z-buffer algorithm,by which visible surface determination can be sped. Lastly,we use mutil-frame buffer technique to support high refresh of mutil tunnels and mutil drawing bodies. |
Keywords: high speed processing,architecture,allocating tree,bottleneck,hidden surface removing |
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