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Characterization of Multiresolution Models for Real-Time Rendering in GPU-Limited Environments

机译:GPU受限环境中用于实时渲染的多分辨率模型的表征

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Real-time visualization of 3D scenes is a very important feature of many computer graphics solutions. In applications such as computer-aided design, scientific visualization or even in the growing computer games market, the performance of visualization becomes essential. In addition, the complexity of the scenes is increasing and they now contain objects composed of thousands or even millions of polygons. Moreover, emergence of new standards and new supported functionalities in web or mobile environments enable us to efficiently render complex 3D scenes. However, in these environments GPU capabilities are partially supported. Therefore, it is necessary to resort to different techniques that allow us to maintain the quality and performance of 3D applications by managing that huge amount of geometry in such environments. Among the different solutions, many authors have concentrated on level-of-detail approaches. The main objective of this paper is to introduce studies on this topic, presenting the different solutions that currently exist in the field of real-time visualization of level-of-detail models that fits in GPU limited environments such as web or mobile platforms.
机译:3D场景的实时可视化是许多计算机图形解决方案的非常重要的功能。在诸如计算机辅助设计,科学可视化之类的应用中,甚至在不断增长的计算机游戏市场中,可视化的性能也变得至关重要。此外,场景的复杂性正在增加,现在它们包含由成千上万个多边形组成的对象。此外,网络或移动环境中新标准和新支持功能的出现使我们能够高效地渲染复杂的3D场景。但是,在这些环境中,部分支持GPU功能。因此,有必要诉诸不同的技术,这些技术允许我们通过在此类环境中管理大量几何图形来维持3D应用程序的质量和性能。在不同的解决方案中,许多作者专注于详细程度方法。本文的主要目的是介绍有关此主题的研究,介绍适用于GPU受限环境(例如Web或移动平台)的详细程度模型的实时可视化领域中当前存在的不同解决方案。

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