首页> 外文会议>International conference on opto-electronics engineering and information science >Real-time Gray-scale Scene Rendering in MultiGen-Vega Applications
【24h】

Real-time Gray-scale Scene Rendering in MultiGen-Vega Applications

机译:MultiGen-Vega应用程序中的实时灰度场景渲染

获取原文

摘要

MultiGen-Vega is a software environment widely used in real-time VR (Virtual Reality) 3D visual simulation. For some particular applications,rendering gray-scale scene is necessary but Vega itself does not provide it. Based on the structure of Vega program,Vega's channel callback function system and OpenGL, two methods were presented to realize it. They are based on texture mapping. Method 1 uses the fixed texture mapping functionality in OpenGL;Method 2 uses GLSL (OpenGL Shading Language) to create a fragment shader to replace the fixed functionality;and both of them satisfy the real-time requirement. What's more,Method 2 takes use of the great graphics ability and programmability of modern GPU;it provides an additional flexibility and can be used to realize other effects that are not provided by Vega. These two methods also can be applied to other scene management system based on OpenGL.
机译:MultiGen-Vega是一种广泛用于实时VR(虚拟现实)3D视觉仿真的软件环境。对于某些特定的应用程序,必须渲染灰度级场景,但Vega本身不提供它。基于Vega程序的结构,Vega的通道回调函数系统和OpenGL,提出了两种实现方法。它们基于纹理映射。方法1使用OpenGL中的固定纹理映射功能;方法2使用GLSL(OpenGL阴影语言)创建片段着色器以替换固定功能;它们都满足实时要求。此外,方法2利用了现代GPU强大的图形功能和可编程性;它提供了额外的灵活性,可用于实现Vega无法提供的其他效果。这两种方法也可以应用于其他基于OpenGL的场景管理系统。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号