WO2014101494A1 - 地图道路渲染方法及地图道路渲染装置 - Google Patents
地图道路渲染方法及地图道路渲染装置 Download PDFInfo
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—Two-dimensional [2D] image generation
- G06T11/10—Texturing; Colouring; Generation of textures or colours
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
- G06T1/20—Processor architectures; Processor configuration, e.g. pipelining
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—Two-dimensional [2D] image generation
- G06T11/20—Drawing from basic elements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—Two-dimensional [2D] image generation
- G06T11/20—Drawing from basic elements
- G06T11/23—Drawing from basic elements using straight lines or curves
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—Two-dimensional [2D] image generation
- G06T11/40—Filling planar surfaces by adding surface attributes, e.g. adding colours or textures
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—Two-dimensional [2D] image generation
- G06T11/60—Creating or editing images; Combining images with text
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—Two-dimensional [2D] image generation
- G06T11/60—Creating or editing images; Combining images with text
- G06T11/65—Creating or editing images; Combining images with text on geographic maps
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—Three-dimensional [3D] image rendering
- G06T15/04—Texture mapping
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three-dimensional [3D] modelling for computer graphics
- G06T17/05—Geographic models
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three-dimensional [3D] modelling for computer graphics
- G06T17/10—Constructive solid geometry [CSG] using solid primitives, e.g. cylinders, cubes
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V30/00—Character recognition; Recognising digital ink; Document-oriented image-based pattern recognition
- G06V30/40—Document-oriented image-based pattern recognition
- G06V30/42—Document-oriented image-based pattern recognition based on the type of document
- G06V30/422—Technical drawings; Geographical maps
Definitions
- the subject matter disclosed herein relates to the field of maps, and in particular, to a map road rendering method and apparatus. Background technique
- the industry's basemap roads and real-time roads for maps are rendered by traditional software.
- the specific steps include: 1) Converting road segments into polygon regions; 2) Filling with traditional polygon filling methods.
- an embodiment of the present invention provides a map road rendering method and apparatus, which aims to solve the problem that the visual effect color of the conventional rendering mode is monotonous and the rendering speed and performance depend on the CPU.
- an embodiment of the present invention provides a map road rendering method, including: inputting a road segment; expanding a polygon based on a road segment and establishing a geometric topology, the geometric topology including a list of vertices and Index list; select the texture coordinates corresponding to the road condition; and texture fill the polygon with the texture coordinates corresponding to the road condition of the polygon.
- another embodiment of the present invention further provides a map road rendering device, including: a broken line segment input unit configured to input a road folding line segment; a topology structure establishing unit configured to expand based on a road folding line segment a polygon and a geometric topology structure, the geometric topology structure including a vertex list and an index list; a texture coordinate association unit configured to select a texture coordinate corresponding to the road condition; and a texture filling unit configured to adopt the polygon and the polygon The texture coordinates corresponding to the road condition are texture-filled.
- Yet another embodiment of the present invention also provides a computer program product comprising program instructions for causing a computer to perform the above-described map road rendering method when the program instructions are run on a computer Each step.
- the map road rendering method, device, and computer program product provided by the embodiments of the present invention call the texture rendering road condition, and can fully exploit the GPU performance of the mobile terminal, thereby forming a good rendering effect and clearly indicating the road condition.
- FIG. 1 is a flowchart of a map road rendering method according to a first embodiment of the present invention
- FIG. 2 is a schematic diagram of a topology structure established by step 102 shown in FIG. 1;
- FIG. 3 is a schematic diagram of three texture coordinates shown in an embodiment of the step 103 shown in FIG. 1;
- FIG. 4 is a schematic diagram of texture filling of a polygon by calling an OpenGL function in the map road rendering method of the present invention;
- FIG. 5 is a schematic diagram of a map rendered by the map road rendering method of the present invention.
- Fig. 6 is a structural diagram of a map road rendering apparatus according to a second embodiment of the present invention. detailed description
- the embodiment of the present invention is based on OpenGL (full write Open Graphics Library), which improves the method and apparatus for rendering map road conditions.
- OpenGL is a specification that defines a cross-programming, cross-platform programming interface that can be used for both 2D and 3D images. As a professional graphics program interface, it is a powerful, easy-to-call underlying graphics library.
- OpenGL As a rendering standard for 3D graphics, OpenGL is implemented by a graphics card driver. Therefore, graphics programs developed based on OpenGL can be automatically detected and adapted by the graphics driver to fully utilize the rendering performance of the GPU.
- Step 101 is a flowchart of a method for a map road rendering method according to a first embodiment of the present invention, which includes Step 101 to step 104.
- Step 101 Enter a road folding line segment
- Step 102 Expand the polygon based on the road segment and establish a geometric topology, where the geometric topology includes a vertex list and an index list;
- Step 103 Select texture coordinates corresponding to the road condition
- Step 104 Texture-fill the polygon with texture coordinates corresponding to the road condition of the polygon. As shown in Fig. 2, in step 101, the road fold line segment can be input according to the road coordinates.
- the dotted line 0102 in Fig. 2 is the input road polygonal line segment, and the topology structure 10 is established based on the road folding line segment 0102, and the topology structure 10 has a vertex list and an index list.
- the vertex list and index list are the data input formats agreed by OpenGL.
- the index list is used to represent all the triangle patches of the model, where each number represents the vertex of the corresponding position in the vertex list, and each of the three numbers represents a triangle, and the sequence of vertices of the triangle is constructed counterclockwise. According to a specific example of the present disclosure as shown in FIG.
- the vertex list is ⁇ 0, 1, 2, 3, 4, 5, 6, 7 ⁇
- the index list of the topology 10 includes an index sequence of six triangles ⁇ 0,1,2; 1,3,2; 2,3,4; 3,5,4; 4,5,6; 4,6,7 ⁇ .
- the "triangle" here does not limit the scope of the present disclosure. For polygons that are more edges, they can be split into a series of triangles.
- step 103 three texture coordinates corresponding to the road conditions are selected.
- the road condition includes congestion, smoothness and slowness.
- the three texture coordinates corresponding to the road condition include a texture segment intercepted by the congestion part, a texture fragment that is partially intercepted, a texture segment intercepted by the slow-moving part, and various texture segments may be different.
- the color is marked.
- the congestion portion intercepts the texture segment 12, the smooth portion intercepts the texture segment 11, and the slow portion intercepts the texture segment 13.
- the texture segment 12 may be red, the texture segment 11 may be green, and the texture segment 13 may be yellow.
- the selection of the above colors does not limit the scope of the present disclosure, and those skilled in the art can select any suitable color for different road conditions.
- the left side of Figure 3 is the texture coordinate system, with the horizontal direction being the s-axis and the vertical direction being the t-axis.
- the texture coordinates s and t of the entire picture are in the interval [0,1].
- the image contains four equal-sized rectangular regions, their s-coordinate ranges are [0,1], the white texture has a t-coordinate range of [0, 0.25], and the green texture segment has a t-coordinate range of [0.25,0.5].
- the red texture segment has a t coordinate range of [0.5, 0.75] and the yellow texture segment has a t coordinate range of [0.75, 1].
- the rectangular trapezoidal bottom rectangle on the right side of Figure 3 is a basic road segment.
- the vertices respectively assign texture coordinates (0, 0.25), (1, 0.25), (0, 0.5), (1, 0.5), and the top of the solid trapezoid is the green segment 11 that the OpenGL intercepts from the image by the texture coordinates of the segment polygon.
- OpenGL maps the green texture segments onto the road segments to achieve the stereoscopic display of the road segments.
- the texture segment indicating the smooth road shown in FIG. 4 can be filled in the above arbitrary index sequence ⁇ 0, 1, 2; 1, 3, 2; 2, 3, 4; 3, 5, 4; 4,5,6; 4,6,7 ⁇ , for example, selectively filled in ⁇ 0, 1, 2; 1, 3, 2 ⁇ , etc., is not limited to the specific embodiment.
- the map road rendering method provided by the embodiment of the invention has the following advantages: By rendering the road condition through the OpenGL texture, the GPU performance of the mobile terminal can be fully exploited, a good rendering effect is formed, and the road condition is clearly indicated.
- modifying the style of the road can be achieved by modifying the texture map so that the visual style adjustment of the road can be completely realized by the artist.
- a map road rendering apparatus 200 includes a broken line segment input unit 210, a topology structure establishing unit 220, a texture coordinate associating unit 230, and a texture filling unit 240.
- the broken line segment input unit 210 is configured to input a road fold line segment.
- the topology structure establishing unit 220 is configured to expand the polygon based on the road segment and establish a geometric topology, the geometric topology including a vertex list and an index list.
- the texture coordinate association unit 230 is configured to select texture coordinates corresponding to road conditions.
- the texture fill unit 240 is configured to texture fill the polygon with texture coordinates corresponding to the road conditions in which the polygon is located.
- the texture coordinate association unit 230 is configured to select three texture coordinates corresponding to the road condition, where the road condition includes congestion, smooth, and slow, and the three texture coordinates corresponding to the road condition are selected to include
- the texture segment corresponding to the congestion portion, the texture segment corresponding to the unblocked portion, and the texture segment corresponding to the slow-moving portion, and the various texture segments may be marked by different colors. For example, where the congestion portion intercepts the texture segment 12, the unblocked portion intercepts the texture segment 11, and the buffer portion intercepts the texture segment 13.
- the three texture coordinates corresponding to the road condition may be selected as follows: the congestion portion intercepts the red texture segment, and the clear portion The green texture fragment is intercepted, and the slow texture section intercepts the yellow texture fragment.
- the selection of the above colors does not limit the scope of the present disclosure, and those skilled in the art may Different road conditions correspond to any suitable color.
- texture fill unit 240 is configured to invoke an OpenGL function to texture fill the polygon.
- the map road rendering device 200 provided by the embodiment of the present invention has the following advantages: By using the OpenGL to call the texture to render the road condition, the GPU performance of the mobile terminal can be fully exploited, thereby forming a good rendering effect, thereby clearly indicating the road condition.
- the apparatus 200 of the embodiment of the present invention is the same as the method concept and principle of the first example described above, and therefore the same portions as those in the first embodiment will not be described again in the second embodiment.
- each unit in the apparatus in the embodiment can be distributed in the apparatus of the embodiment in the manner described in the embodiment, or the corresponding change can be located in one or more apparatuses different from the embodiment.
- the units of the above embodiment may be combined into one unit, or may be further split into a plurality of subunits.
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Abstract
一种地图道路渲染方法及装置,该方法包括:输入道路折线段(101);以道路折线段为基础扩充多边形并建立几何拓扑结构,所述几何拓扑结构包括顶点列表和索引列表(102);选择与路况相对应的纹理坐标(103);以及采用与多边形所在路况相对应的纹理坐标对该多边形进行纹理填充(104)。该地图道路渲染方法及装置通过调用纹理渲染道路状况,能够充分挖掘移动终端GPU的性能,形成良好的渲染效果,从而清楚指示道路状况。
Description
地图道路渲染方法及地图道路渲染装置
技术领域
这里公开的主题涉及地图领域, 尤其涉及一种地图道路渲染方法及装置。 背景技术
目前, 业界对于地图的底图道路、 实时道路都是通过传统的软件方式渲染, 具体步骤包括: 1 )将道路线段转化成多边形区域; 2 )采用传统多边形填充方 式进行填充。
传统渲染方式视觉效果颜色单调, 视觉样式必须通过开发人员进行设计。 另夕卜, 采用软件方式渲染, 速度和性能依赖于 CPU(Central Processing Unit, 中 央处理器), 不能充分利用 GPU(Graphic Processing Unit, 图形处理器)的图形渲 染性能。 发明内容
有鉴于此, 根据本发明的实施例提供了一种地图道路渲染方法及装置, 旨 在解决传统渲染方式存在的视觉效果颜色单调且渲染速度和性能依赖于 CPU 的问题。
为此, 本发明的一个实施例提供了一种地图道路渲染方法, 包括: 输入道 路折线段; 以道路折线段为基础扩充多边形并建立几何拓朴结构, 所述几何拓 朴结构包括顶点列表和索引列表; 选择与路况相对应的纹理坐标; 以及采用与 多边形所在路况相对应的纹理坐标对该多边形进行纹理填充。
另外, 本发明的另一个实施例还提供了一种地图道路渲染装置, 包括: 折 线段输入单元, 被配置为输入道路折线段; 拓朴结构建立单元, 被配置为以道 路折线段为基础扩充多边形并建立几何拓朴结构, 所述几何拓朴结构包括顶点 列表和索引列表; 纹理坐标关联单元,被配置为选择与路况相对应的纹理坐标; 以及纹理填充单元, 被配置为采用与多边形所在路况相对应的纹理坐标对该多 边形进行纹理填充。
本发明的再一个实施例还提供了一种包括程序指令的计算机程序产品, 当 所述程序指令运行在计算机上时, 使所述计算机执行上述地图道路渲染方法的
各步骤。
本发明的各实施例提供的地图道路渲染方法、 装置、 及计算机程序产品调 用纹理渲染道路状况, 能够充分挖掘移动终端的 GPU性能,从而形成良好的渲 染效果, 清楚指示道路状况。 附图说明
从下面结合附图对本发明的实施例的详细描述中,本发明的这些和 /或其它 方面和优点将变得更加清楚并更容易理解, 其中:
图 1是本发明第一实施例提供的地图道路渲染方法的流程图;
图 2是图 1所示步骤 102所建立的拓朴结构示意图;
图 3是图 1所示步骤 103中的一实施例所示出的三种纹理坐标示意图; 图 4是本发明地图道路渲染方法中, 调用 OpenGL函数对多边形进行纹理 填充的示意图;
图 5是采用本发明地图道路渲染方法渲染后的地图示意图;
图 6是本发明的第二实施例提供的地图道路渲染装置的结构图。 具体实施方式
下面结合附图及实施例, 对本发明的实施例进行进一步详细说明。 应当理 解, 此处所描述的仅是本发明的一部分实施例, 而不是全部的实施例。 基于本 发明的各个实施例, 本领域普通技术人员在没有做出创造性劳动的前提下所获 得的所有其他实施例, 都属于本发明保护的范围。
需要指明的是,本发明实施例是基于 OpenGL(全写 Open Graphics Library ), 对地图路况进行渲染的方法和装置的改进。
OpenGL是个定义了一个跨编程语言、 跨平台的编程接口的规格, 它既可 用于二维图像, 也可用于三维图像。 作为一个专业的图形程序接口, 是一个功 能强大, 调用方便的底层图形库。
OpenGL作为对 3D图形的渲染标准, 其具体功能由显卡驱动实现, 因此基 于 OpenGL开发的图形程序, 最终能够通过显卡驱动自动检测和适配, 以求充 分利用 GPU的渲染性。
实施例一
图 1是本发明第一实施例提供的地图道路渲染方法的方法流程图, 其包括
步骤 101至步骤 104。
步骤 101 : 输入道路折线段;
步骤 102: 以道路折线段为基础扩充多边形并建立几何拓朴结构, 所述几 何拓朴结构包括顶点列表和索引列表;
步骤 103: 选择与路况相对应的纹理坐标; 以及
步骤 104: 采用与多边形所在路况相对应的纹理坐标对该多边形进行纹理 填充。 如图 2所示, 在步骤 101中, 道路折线段可根据道路坐标进行输入。
图 2中虚线 0102为输入的道路折线段, 以该道路折线段 0102为基础建 立了拓朴结构 10, 所述拓朴结构 10具有顶点列表和索引列表。 顶点列表和索 引列表为 OpenGL约定的数据输入格式。 索引列表用于表示绘制模型的所有三 角形面片, 其中每个数字代表顶点列表中相应位置的顶点, 每三个数字为一组 表示一个三角形, 三角形的顶点序列采用逆时针方向构建。 根据本公开如图 2 所示的具体示例, 该顶点列表是 {0, 1 , 2, 3 , 4, 5 , 6, 7} , 该拓朴结构 10 的索引列表包括六个三角形的索引序列 {0,1,2; 1,3,2; 2,3,4; 3,5,4; 4,5,6; 4,6,7}。 这里的 "三角形"不对本公开的范围构成限制, 对于是更多条边的多边形, 可以 分割转化成一系列的三角形。
请参考图 3 , 在步骤 103 中, 选择三种与路况相对应的纹理坐标。 所述路 况包括拥堵、 畅通和緩行, 所述选择三种与路况相对应的纹理坐标包括拥堵部 分截取的纹理片段, 畅通部分截取的纹理片段, 緩行部分截取的纹理片段, 各 种纹理片段可由不同的颜色进行标示。 例如, 拥堵部分截取纹理片段 12, 畅通 部分截取纹理片段 11 , 緩行部分截取纹理片段 13。 根据本公开的一个示例, 纹 理片段 12可以是红色, 纹理片段 11可以是绿色, 纹理片段 13可以是黄色。 上 述颜色的选取不对本公开的范围构成限制, 本领域技术人员可以为不同路况对 应选取任何适当的颜色。
图 3左侧为纹理坐标系,横向为 s轴,纵向为 t轴。整张图片的纹理坐标 s、 t均处于 [0,1]区间。 图片包含四个大小相等的矩形区域, 他们的 s坐标范围都是 [0,1] ,白色纹理的 t坐标范围为 [0, 0.25] ,绿色纹理片段的 t坐标范围为 [0.25,0.5] , 红色纹理片段的 t坐标范围为 [0.5, 0.75] ,黄色纹理片段的 t坐标范围为 [0.75,1]。
图 3右侧立体梯形底面矩形是一条基本路段。 为该矩形的基本路段的四个
顶点分别分配纹理坐标 (0, 0.25),(1, 0.25),(0, 0.5),(1, 0.5) , 立体梯形顶面为 OpenGL通过路段多边形的纹理坐标从图片中截取到的绿色片段 11。 如图 4所 示, OpenGL将绿色纹理片段映射到路段上面, 从而实现路段的立体显示效果。
调用 OpenGL函数渲染路况, 可以将图 4所示的表示道路畅通的纹理片段 填充在上述任意索引序列 {0,1,2; 1,3,2; 2,3,4; 3,5,4; 4,5,6; 4,6,7}内, 例如, 选择 性地填充在 {0,1,2; 1,3,2}内等, 并不局限于具体实施例。
本发明实施例提供的地图道路渲染方法具有以下优点: 通过 OpenGL纹理 渲染道路状况, 能够充分挖掘移动终端的 GPU性能, 形成良好的渲染效果, 清 楚指示道路状况。
如图 5所示, 经纹理填充后, 道路整体具有管道的效果, 颜色更加容易区 分, 并且道路交叉处更加富有立体感。 由此, 修改道路的样式可以通过修改纹 理贴图实现, 使得道路的视觉样式调整完全可以由美术人员实现。
实施例二
请参阅图 6,本发明第二实施例提供的地图道路渲染装置 200,其包括折线 段输入单元 210、 拓朴结构建立单元 220、 纹理坐标关联单元 230、 以及纹理填 充单元 240。
所述折线段输入单元 210被配置为输入道路折线段。
所述拓朴结构建立单元 220被配置为以道路折线段为基础扩充多边形并建 立几何拓朴结构, 所述几何拓朴结构包括顶点列表和索引列表。
所述纹理坐标关联单元 230被配置为选择与路况相对应的纹理坐标。
所述纹理填充单元 240被配置为采用与多边形所在路况相对应的纹理坐标 对该多边形进行纹理填充。
本实施例中, 所述纹理坐标关联单元 230被配置为选择三种与路况相对应 的纹理坐标, 所述路况包括拥堵、 畅通和緩行, 所述选择三种与路况相对应的 纹理坐标包括与拥堵部分对应的纹理片段, 与畅通部分对应的纹理片段, 与緩 行部分对应的纹理片段, 各种纹理片段可由不同的颜色进行标示。 例如, 其中 拥堵部分截取纹理片段 12, 畅通部分截取纹理片段 11 ,緩行部分截取纹理片段 13。 根据本公开的一个示例, 如果用红色部分表示拥堵, 绿色部分表示畅通, 黄色部分表示緩行, 则所述选择三种与路况相对应的纹理坐标可以分别为: 拥 堵部分截取红色纹理片段, 畅通部分截取绿色纹理片段, 緩行部分截取黄色纹 理片段。 上述颜色的选取不对本公开的范围构成限制, 本领域技术人员可以为
不同路况对应选取任何适当的颜色。
另外, 所述纹理填充单元 240被配置为调用 OpenGL函数对该多边形进行 纹理填充。
本发明实施例提供的地图道路渲染装置 200具有以下优点: 通过 OpenGL 调用纹理渲染道路状况, 能够充分挖掘移动终端的 GPU性能,从而形成良好的 渲染效果, 从而清楚指示道路状况。
本发明实施例的装置 200, 与前述的第一例的方法构思和原理相同, 因此 在第二实施例中对与第一实施例中相同的部分不再赘述。
本领域技术人员可以理解实施例中的装置中的各单元可以按照实施例描述 的方式分布于实施例的装置中, 也可以进行相应变化位于不同于本实施例的一 个或多个装置中。 上述实施例的各单元可以合并为一个单元, 也可以进一步拆 分成多个子单元。
通过以上的实施方式的描述, 本领域的技术人员可以清楚地了解到本发明 的各个方面可借助软件加必需的通用硬件平台的方式来实现, 当然也可以通过 硬件来实现, 但很多情况下前者是更佳的实施方式。 基于这样的理解, 本发明 的各方面的技术方案可以以软件产品的形式体现出来, 该计算机软件产品存储 在一个存储介质中, 包括若干指令, 用以使得终端设备(可以是手机, 个人计 算机, 服务器, 或者网络设备等)执行本发明的各个实施例所述的方法。
以上仅为本发明的各个实施例, 并非因此限制本发明的专利范围, 凡是利 用本申请的说明书及附图内容所作的等效结构或等效流程变换, 或将它们直接 或间接运用在其他相关的技术领域, 均同理包括在本发明的专利保护范围内。
Claims
1、 一种地图道路渲染方法, 包括步骤:
输入道路折线段;
以道路折线段为基础扩充多边形并建立几何拓朴结构, 所述几何拓朴结构 包括顶点列表和索引列表;
选择与路况相对应的纹理坐标; 以及
采用与多边形所在路况相对应的纹理坐标对该多边形进行纹理填充。
2、如权利要求 1所述的地图道路渲染方法,所述选择与路况相对应的纹理 坐标包括: 选择与拥堵部分对应的纹理片段, 与畅通部分对应的纹理片段, 以 及与緩行部分对应的纹理片段;
选择三种与路况相对应的纹理坐标, 其中, 各种纹理片段可由不同的颜色 进行标示。
3、如权利要求 1所述的地图道路渲染方法,所述采用与多边形所在路况相 对应的纹理坐标对该多边形进行纹理填充包括: 调用 OpenGL函数对该多边形 进行纹理填充。
4、 一种地图道路渲染装置, 包括:
折线段输入单元, 被配置为输入道路折线段;
拓朴结构建立单元, 被配置为以道路折线段为基础扩充多边形并建立几何 拓朴结构, 所述几何拓朴结构包括顶点列表和索引列表;
纹理坐标关联单元, 被配置为选择与路况相对应的纹理坐标; 以及 纹理填充单元, 被配置为采用与多边形所在路况相对应的纹理坐标对该多 边形进行纹理填充。
5、如权利要求 4所述的地图道路渲染装置,所述纹理坐标关联单元被配置 为选择三种与路况相对应的纹理坐标, 包括与拥堵部分对应的纹理片段, 与畅 通部分对应的纹理片段, 以及与緩行部分对应的纹理片段, 并选择三种与路况 相对应的纹理坐标, 其中, 各种纹理片段可由不同的颜色进行标示。
6、如权利要求 4所述的地图道路渲染装置,所述纹理填充单元被配置为调 用 OpenGL函数对该多边形进行纹理填充。
7、一种包括程序指令的计算机程序产品, 当所述程序指令运行在计算机上 时, 使所述计算机执行如权利要求 1所述的地图道路渲染方法的各步骤。
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| CN106296772A (zh) * | 2015-05-19 | 2017-01-04 | 中船航海科技有限责任公司 | 一种用于电子海图面域的模式填充方法 |
| CN105894564B (zh) * | 2016-03-30 | 2020-02-14 | 百度在线网络技术(北京)有限公司 | 路面纹理的生成方法和装置 |
| CN111486854A (zh) * | 2019-01-29 | 2020-08-04 | 阿里巴巴集团控股有限公司 | 电子地图中道路的绘制方法、系统、设备及存储介质 |
| US11170230B2 (en) | 2019-02-26 | 2021-11-09 | Tusimple, Inc. | Method and system for map construction |
| US10803635B2 (en) * | 2019-02-26 | 2020-10-13 | Tusimple, Inc. | Method and system for map construction |
| CN111197993B (zh) * | 2019-12-26 | 2021-11-23 | 广州文远知行科技有限公司 | 地图的渲染方法、装置、计算机设备和存储介质 |
| CN113223134B (zh) * | 2020-02-05 | 2025-08-22 | 阿里巴巴集团控股有限公司 | 一种路况绘制的方法、相关装置及客户端 |
| CN112614221A (zh) * | 2020-12-29 | 2021-04-06 | 北京百度网讯科技有限公司 | 高精地图渲染方法、装置、电子设备及自动驾驶车辆 |
| CN117058969B (zh) * | 2022-05-07 | 2025-11-04 | 中国移动通信集团设计院有限公司 | 基于矢量图的双向道路拓展方法、装置、设备及存储介质 |
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| US20150371412A1 (en) | 2015-12-24 |
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