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Time-critical multiresolution scene rendering

机译:时间关键的多分辨率场景渲染

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We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints. The technique provides smooth level-of-detail control and aims at guaranteeing a uniform, bounded frame rate even for widely changing viewing conditions. The optimization algorithm is independent from the particular data structure used to represent multiresolution meshes. The only requirements are the ability to represent a mesh with an arbitrary number of triangles and to traverse a mesh structure at an arbitrary resolution in a short predictable time. A data structure satisfying these criteria is described and experimental results are discussed.
机译:我们描述了一种由具有复杂几何描述的大量对象组成的图形场景的时间关键渲染的框架。我们的技术依赖于场景描述,其中对象表示为多分辨率网格。我们在每个帧执行约束优化,以选择在满足时序约束时生成最佳质量图像的每个潜在可见的对象的分辨率。该技术提供平稳的细节电平控制,并旨在保证均匀,有界帧速率,即使广泛改变观察条件。优化算法独立于用于表示多分辨率网格的特定数据结构。唯一的要求是能够表示具有任意数量的三角形的网格,并在短的可预测时间内以任意分辨率遍历网状结构。描述了满足这些标准的数据结构并讨论了实验结果。

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