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Accelerated Walkthroughs of Complex Scenes Based on Visibility Culling and Image-Based Rendering

机译:基于可见性剔除和基于图像的渲染的复杂场景加速演练

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A new algorithm that combines visibility precomputing and image-based rendering to accelerate walkthroughs of complex scenes is presented in the paper. In the preprocessing phase, our algorithm samples the environment in a 3D lattice structure, the potentially visible surface list of square-frustum at each cell in the lattice are pre-computed and stored in a cube at the center of the cell. The int ermediate views of the whole scene from any viewpoint inside the cell are generated by rendering only the potentially visible surfaces lying within the current view-frustum. Environment map, synthesized by the image of distant visible surface sin the PVSLs, are employed to speedup the algorithm further. Experiment results show that only a small fraction of the surfaces in a complex scene are involved in the rendering phase by our algorithm, so it is not only very effective for densely occluded environments, but also suitable for mostly unoccluded outdoor scenes.
机译:本文提出了一种新算法,该算法结合了可见性预计算和基于图像的渲染,可加快复杂场景的浏览速度。在预处理阶段,我们的算法以3D网格结构对环境进行采样,对网格中每个单元格处潜在的方形视锥面的潜在可见表面列表进行了预先计算,并存储在单元格中心的多维数据集中。通过仅渲染位于当前视锥中的潜在可见表面,可以生成单元内部任何视点的整个场景的中间视图。由远距离可见表面图像和PVSL合成的环境图被用来进一步加快算法的速度。实验结果表明,通过我们的算法,复杂场景中的一小部分表面都参与了渲染阶段,因此,它不仅对于密集遮挡的环境非常有效,而且还适用于大部分不遮挡的室外场景。

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