CPC G06T 15/005 (2013.01) [G06T 19/20 (2013.01); G06T 2219/2012 (2013.01)] | 8 Claims |
1. A graphics processing unit (GPU)-based integrated processing method for geochemical data, comprising:
S1: storing geochemical data in a format of a preset three-dimensional array data structure Struct_A, wherein a first dimension of the three-dimensional array data structure Struct_A represents sampling points, a second dimension represents chemical elements, and a third dimension is used for counting sampling points and storing chemical element values;
S2: iteratively processing the formatted geochemical data by using a compute shader in a GPU, to be specific, performing pairwise parallel iterative addition on adjacent sampling points until an iterative sum of content of each chemical element in all sampling points is calculated, accordingly calculating a mean value and a standard deviation of content of each chemical element, calculating a threshold value of the chemical element, eliminating sampling points having a chemical element content below the threshold value, repeating the operations until there is no sampling point to be eliminated to obtain a new geochemical data set, and calculating a final mean value of the new geochemical data set as a background value and a final threshold value of the new geochemical data set as a lower limit value of anomaly; and
S3: constructing spatial coordinates according to the new geochemical data set, loading the spatial coordinates into a fragment shader for rendering, and completing anomaly delineation according to the background value and the lower limit value of anomaly;
wherein the step S3 specifically comprises:
S31: creating a vertex buffer object (VBO) based on the new geochemical data set, wherein the spatial coordinates are used as vertex coordinates and the chemical element values are used as vertex attributes;
S32: triangulating the new geochemical data set, generating a list of vertex numbers for triangle drawing, and performing data interpolating in the process to obtain a smooth anomaly map to be delineated; and
S33: according to the background value and the lower limit value of anomaly, coloring the anomaly map to be delineated in the fragment shader; when an attribute value of a vertex is greater than the background value or the lower limit value of anomaly, setting a pixel of the vertex as an anomalous color; otherwise, setting the pixel as a non-anomalous color, to complete the anomaly delineation.
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