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Adaptive level of detail technique for real-time display in virtual reality

机译:虚拟现实中实时显示的自适应细节级别技术

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Abstract: Highly detailed polygonal surface data can prove difficult to handle and display in a real-time visualization/simulation environment. Level-of-detail techniques are still necessary with today's graphics workstations. An implementation of a quadtree-like recursive subdivision algorithm that divides a rectangular area into sixteen (four by four) areas is described. Continuity of a resulting polygonal mesh is ensured by a traversal step that explicitly joins the edges of regions of different resolution. Similar continuity is also ensured for color and normal vectors associated with each elevation grid point. The result is an unbroken surface with no appreciable discontinuities in color or shading, but increased detail in certain areas selectable by the user (such as target areas, mountains, or areas with less elevation change). This method is specialized for rectangular grid elevation data, but is fast enough to be performed dynamically based on distance of the observer from the terrain. The use of a hextree allows greater decimation for a given number of resolution levels compared to a quadtree, and minimizes the overhead associated with changing resolution levels during traversal for display. Examples shown include a virtual reality fly-over of terrain with a small proportion of mountains (at original full resolution) but a polygon count reduction of 98% overall, yielding more than an order of magnitude frame rate increase. !5
机译:摘要:高度详细的多边形曲面数据可能难以在实时可视化/模拟环境中进行处理和显示。当今的图形工作站仍然需要详细级别的技术。描述了将矩形区域划分为十六个(四乘四)区域的类四叉树递归细分算法的实现。遍历步骤可确保生成的多边形网格的连续性,该遍历步骤将不同分辨率区域的边缘显式连接在一起。对于与每个高程网格点关联的颜色和法向矢量,也确保了相似的连续性。结果是表面没有损坏,颜色或阴影没有明显的不连续性,但是在用户可以选择的某些区域(例如目标区域,山脉或海拔变化较小的区域)中增加了细节。该方法专用于矩形网格高程数据,但是速度足够快,可以根据观察者到地形的距离来动态执行。与四叉树相比,六叉树的使用可在给​​定数量的分辨率级别下实现更大的抽取,并最小化与遍历显示时更改分辨率级别相关的开销。所显示的示例包括虚拟现实的地形飞越,山峰比例很小(原始全分辨率),但多边形总数减少了98%,帧速率增加了一个数量级以上。 !5

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