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Time-critical rendering of discrete and continuous levels of detail

机译:对时间要求严格的离散和连续细节层次渲染

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We present a novel level of detail selection method for real-time rendering, that works on hierarchies of discrete and continuous representations. We integrate point rendered objects with polygonal geometry and demonstrate our approach in a terrain flyover application, where the digital elevation model is augmented with forests. The vegetation is rendered as continuous sequence of splats, which are organized in a hierarchy. Further we discuss enhancements to our basic method to improve its scalability.
机译:我们提出了一种用于实时渲染的新颖的细节选择方法,该方法适用于离散和连续表示的层次结构。我们将点渲染的对象与多边形几何体集成在一起,并在地形立交应用程序中演示了我们的方法,在该应用程序中,数字高程模型增加了森林。植被被渲染为splat的连续序列,这些序列按层次结构进行组织。此外,我们将讨论对基本方法的增强,以改善其可伸缩性。

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