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View-Dependent Out-of-Core Rendering of Large-Scale Virtual Environments with Continuous Hierarchical Levels of Detail

机译:通过连续分层级别的细节视图 - 依赖于大规模虚拟环境的核心渲染

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We present a new method for view-dependent out-of-core rendering of large-scale virtual environments at interactive rates. We represent the model using a scene graph hierarchy and construct continuous hierarchical levels of detail (CHLOD) for each hierarchical node. The CHLOD of a node is computed by a view-dependent simplification method which can support topological structure modification. At runtime, the hierarchy is used for coarse global refinement, and the CHLODs are used for fine local refinement. We have implemented our method on a common PC with standard graphics hardware. Experimental results show that the system can perform interactive rendering of large-scale virtual environments with fine image quality and minimal popping artifacts.
机译:我们在交互式速率下提出了一种用于查看依赖性虚拟环境的核心渲染的新方法。我们使用场景图层次结构表示模型,并为每个分层节点构建连续的分层级别(Chlod)。节点的CHLOD通过视图相关的简化方法来计算,可以支持拓扑结构修改。在运行时,层次结构用于粗略全局细化,并且Chlods用于精细的本地细化。我们在具有标准图形硬件的公共PC上实现了我们的方法。实验结果表明,该系统可以进行具有精细图像质量和最小突出伪影的大规模虚拟环境的交互式渲染。

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