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Integration of geomorphing into level of detail management for realtime rendering

机译:将地理变形集成到详细信息管理级别以进行实时渲染

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Realtime rendering of scenes with discrete levels of detail (LOD) often suffers from noticeable visual changes between succesive frames. We propose geomorphing to obtain smoother animations while retaining guaranteed frame rates. Our level of detail management calculates a set of representations, that are well suited for some future time interval according to the predicted motion of the user. Thus, the rendering system has enough time to change the representations smoothly to the desired level of detail. Further on uniprocessor systems, the time used by the LOD selection is amortized between several frames.
机译:具有离散细节级别(LOD)的场景的实时渲染通常会在连续帧之间出现明显的视觉变化。我们建议进行地理变形以获得更平滑的动画,同时保留有保证的帧频。我们的详细信息管理级别会根据用户的预测运动来计算一组表示,这些表示非常适合将来的某个时间间隔。因此,渲染系统有足够的时间将表示平滑地更改为所需的细节水平。此外,在单处理器系统上,LOD选择所用的时间在几帧之间摊销。

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