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The Randomized z-Buffer Algorithm: Interactive Rendering of Highly Complex Scenes

机译:随机z缓冲算法:高度复杂的场景的交互式渲染

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We present a new output-sensitive rendering algorithm, the randomized z-buffer algorithm. It renders an image of an arbitrary three-dimensional scene consisting of triangular primitives by reconstruction from a dynamically chosen set of random surface sample points. This approach is independent of mesh connectivity and topology. The resulting rendering time grows only logarithmically with the numbers of triangles in the scene. We were able to render walkthroughs of scenes of up to 10~(14) triangles at interactive frame rates. Automatic identification of low detail scene components ensures that the rendering speed of the randomized z-buffer cannot drop below that of conventional z-buffer rendering. Experimental and analytical evidence is given that the image quality is comparable to that of common approaches like z-buffer rendering. The precomputed data structures employed by the randomized z-buffer allow for interactive dynamic updates of the scene. Their memory requirements grow only linearly with the number of triangles and allow for a scene graph based instantiation scheme to further reduce memory consumption.
机译:我们提出了一种新的输出敏感渲染算法,随机Z缓冲算法。它通过从动态选择的随机表面采样点重建,使由三角形基元组成的任意三维场景的图像。这种方法与网格连接和拓扑无关。由此产生的渲染时间仅在对数上进行对数的数量与场景中的三角形数量进行对数。我们能够以交互式帧速率呈现最多10〜(14)个三角形的演练。自动识别低详细的场景组件可确保随机化Z缓冲区的渲染速度不能低于传统Z缓冲渲染的渲染速度。鉴于实验和分析证据,图像质量与Z缓冲渲染等常见方法相当。随机z缓冲区采用的预先计算数据结构允许场景的交互式动态更新。它们的记忆要求仅与三角形的数量线性增长,并且允许基于场景图的实例化方案,以进一步降低内存消耗。

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