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Visualization of large terrains in resource-limited computing environments

机译:资源有限的计算环境中的大型地形的可视化

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The authors describe a software system supporting interactive visualization of large terrains in a resource-limited environment, i.e. a low-end client computer accessing a large terrain database server through a low-bandwidth network. By "large", they mean that the size of the terrain database is orders of magnitude larger than the computer RAM. Superior performance is achieved by manipulating both geometric and texture data at a continuum of resolutions, and, at any given moment, using the best resolution dictated by the CPU and bandwidth constraints. The geometry is maintained as a Delaunay triangulation of a dynamic subset of the terrain data points, and the texture compressed by a progressive wavelet scheme. A careful blend of algorithmic techniques enables the system to achieve superior rendering performance on a low-end computer by optimizing the number of polygons and texture pixels sent to the graphics pipeline. It guarantees a frame rate depending only on the size and quality of the rendered image, independent of the viewing parameters and scene database size. An efficient paging scheme minimizes data I/O, thus enabling the use of the system in a low-bandwidth client/server data-streaming scenario, such as on the Internet.
机译:作者描述了一种支持资源限制环境中的大型地形的交互式可视化的软件系统,即通过低带宽网络访问大型地形数据库服务器的低端客户端计算机。通过“大”,它们意味着地形数据库的大小是大于计算机RAM的数量级。通过在分辨率的连续内操作几何和纹理数据,并且在任何给定时刻,使用CPU和带宽约束的最佳分辨率来实现卓越的性能。几何形状被保持为地形数据点的动态子集的DELAUNay三角测量,以及由渐进小波方案压缩的纹理。通过优化发送到图形管道的多边形和纹理像素的数量,仔细融合算法技术使系统能够在低端计算机上实现优越的渲染性能。它仅保证帧速率,其仅取决于渲染图像的大小和质量,与视图参数和场景数据库大小无关。一种有效的寻呼方案最小化数据I / O,从而使系统在低带宽客户端/服务器数据流场景中使用,例如在因特网上。

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