首页> 外文会议>Proceedings of the 2009 symposium on Interactive 3D graphics and games >A novel page-based data structure for interactive walkthroughs
【24h】

A novel page-based data structure for interactive walkthroughs

机译:一种新颖的基于页面的数据结构,用于交互式演练

获取原文
获取原文并翻译 | 示例

摘要

Given a data layout of a large walkthrough scene, we present a novel and simple spatial hierarchy on the disk-pages of the layout that has notable advantages over a conventional spatial hierarchy on the scene geometry. Assume that each disk-page consists of a set of triangles whose bounding boxes are computed. A spatial hierarchy of the walkthrough space is constructed, not with the given scene, but with the bounding boxes of disk-pages. The leaf nodes of the spatial-hierarchy refer directly to the page numbers of the pages of the bounding box it contains. We call this hierarchy on the pages as the disk-page hierarchy. We also propose a self-contained disk-page format that would suit this data structure well. Further, we present a new cache-oblivious graph-based data layout algorithm called the 2-factor layout that would preserve the proximity and orientation properties of the primitives in the layout. Walkthrough experiments have been conducted on a city scene consisting of over 110M triangles. Our system renders this scene on a laptop within a one pixel projection error at over 20 fps with simple texture substitution based simplification of distant objects, and with no explicit data/cache management.
机译:给定一个大型漫游场景的数据布局,我们在布局的磁盘页面上呈现一种新颖而简单的空间层次结构,它比场景几何结构上的传统空间层次结构具有明显的优势。假设每个磁盘页面由一组三角形组成,其边界框已计算出来。并非通过给定的场景而是通过磁盘页面的边界框来构造漫游空间的空间层次结构。空间层次结构的叶节点直接引用其包含的边界框页面的页码。我们在页面上将此层次称为磁盘页面层次。我们还提出了一种非常适合此数据结构的自包含磁盘页面格式。此外,我们提出了一种新的基于缓存的基于图的数据布局算法,称为2因子布局,该算法将保留布局中图元的接近度和方向属性。在由超过110M三角形组成的城市场景中进行了演练实验。我们的系统在基于笔记本电脑的场景中以20 fps以上的像素投影误差,以简单的纹理替换简化了远处的物体,并且没有显式的数据/缓存管理,从而以20 fps以上的像素渲染误差。

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