AI 中文总结
该研究在同一引擎中实现六种WebGPU渲染方法,以《Vangers》多层地形为对象测试,发现贪心TIN平均帧时最低,同时发布了相关引擎、工具及测量协议。
AI 中文摘要
地形的细节层次几乎仅在数字高程模型上进行测量:数字高程模型是单值的、在采样尺度上平滑的,且从真实地形采样而来。而游戏地形往往不符合这些特征。我们在同一引擎中、通过同一数据路径实现了六种渲染方法——高度场光线步进、体素加速光线步进、切片代理几何、逐样本栏光栅化、计算散射以及拟合三角形网格——并在手工制作的1998年游戏《Vangers》的多层地形上进行测试,以同一源数据的CPU光线投射作为基准评分。每种方法必须保留地面采样处可用的两个实体区间、以交互速率渲染,且无需重新加载关卡即可反映局部地形破坏。这些约束排除了将洞穴视为装饰或在不可变地图上摊销静态预处理步骤的做法。从原游戏的顶视角相机看,六种方法看起来可互换;但在平视地平线处则不然:点散射会丢失覆盖范围,切片会产生带状效果,而过度简化的网格可能会遗漏墙体。在选定的质量设置下,贪心三角不规则网络(TIN)在我们测试的所有设备上平均帧时间最低,但拟合成本由第二层而非地面起伏决定,且使该网格可编辑会保留319 MiB的GPU几何数据和535 MiB的CPU三角剖分数据。所有六种实现均使用原生wgpu/WebGPU API和标准WGSL。我们发布了该引擎、测试工具及一键式测量协议。
英文摘要
Terrain level-of-detail is measured almost exclusively on digital elevation models: single-valued, smooth at the sampling scale, sampled from real topography. Game terrain is often none of these. We compare six rendering methods - height-field ray marching, voxel-accelerated ray marching, sliced proxy geometry, per-sample bar rasterization, compute scattering, and a fitted triangle mesh - implemented in a single engine over a single data path, on the hand-authored multi-layer terrain of Vangers (1998), scored against a CPU ray cast of the same source data. Every method must preserve the two solid intervals available at a ground sample, render at interactive rates, and reflect local terrain destruction without reloading the level. These constraints rule out treating caves as decoration or amortizing a static preprocessing step over an immutable map. From the original game's top-down camera the six methods look interchangeable. At eye-level horizons they do not: point scattering loses coverage, slicing bands, and an over-simplified mesh can miss a wall. At the selected quality settings a greedy triangulated irregular network (TIN) has the lowest mean frame time on every device we measured, but the fit cost is set by the second layer rather than by floor relief, and making that mesh editable retains 319 MiB of GPU geometry and 535 MiB of CPU triangulation. All six implementations use the same native wgpu / WebGPU API and canonical WGSL. We release the engine, the harness, and a one-command measurement protocol.
Comments29 pages. Submitted to the Journal of Computer Graphics Techniques. Supplemental video as ancillary