首页> 外文会议>Advances in Artificial Reality and Tele-Existence; Lecture Notes in Computer Science; 4282 >View-Dependent Simplification of Complex Urban Scenes Using Weighted Quadtrees
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View-Dependent Simplification of Complex Urban Scenes Using Weighted Quadtrees

机译:使用加权四叉树的依赖于视图的复杂城市场景简化

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This article describes a new contribution culling method for the view-dependent real-time rendering of complex huge urban scenes. As a preprocessing step, the view frustum culling technique is used to cull away invisible objects that are outside the view frustum. For the management of the levels-of-detail, we subdivide the image regions and construct a weighted quadtree. The weight of each-quadtree node is defined as the sum of weights of all objects contained in the node or its child nodes. The weight of an object is proportional to the view space area of the projected object as well as the distance from the viewpoint. Hence, large buildings in the far distance are not always culled out since their contributions to the rendering quality can be larger than those of near small buildings. We tested the proposed method by applying it to render a huge number of structures in our metropolitan section which is currently under development. Experimental results showed that the proposed rendering method guarantees real-time rendering of complex huge scenes.
机译:本文介绍了一种用于复杂的巨大城市场景的基于视图的实时渲染的新贡献剔除方法。作为预处理步骤,使用视锥台剔除技术将视锥外的不可见对象剔除掉。对于细节级别的管理,我们细分图像区域并构建加权四叉树。每个四叉树节点的权重定义为该节点或其子节点中包含的所有对象的权重之和。物体的重量与投影物体的视野空间以及距视点的距离成正比。因此,远距离的大型建筑物并不总是被淘汰,因为它们对渲染质量的贡献可能大于近处的小型建筑物。我们通过将其应用于在目前正在开发中的大都市区中渲染大量结构的方法,对提出的方法进行了测试。实验结果表明,所提出的渲染方法可以保证复杂巨大场景的实时渲染。

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