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A complete and practical system for interactive walkthroughs of arbitrarily complex scenes.

机译:一个完整而实用的系统,用于任意复杂场景的交互式演练。

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摘要

Complex renderings of synthetic scenes or virtual environments, once deemed impossible for consumer rendering, are becoming available as tools for young artists. These renderings, due to their high-quality image synthesis, can take minutes to hours to render. With the increase of the computing power, scientific simulation can produce datasets in the tera-bytes or even pita-bytes of range. Rendering one frame of these massive datasets sometimes can take a long time to finish. Therefore, interactivity for these large datasets and complex scenes is not possible using traditional rendering techniques. Our work focuses on using Image-Based Rendering (1BR) techniques to manage and explore large and complex datasets and virtual scenes on a remote display across the high-speed network. The key idea for this research is to pre-process the scene and render key viewpoints on pre-selected paths inside the scene. We then save these pre-processed partial results into a database on the server. The user can browse through the datasets on the client side. Whenever he or she needs information, the clients sends the request through the high speed network to the server and the server can retrieve the information and send it through the network. In this dissertation, we present new Image-based models to reconstruct approximations to any view along the path, which allows the user to roam around inside the virtual environments with interactive frame rates. We partition the scenes or datasets into several depth slabs to avoid occlusion and dis-occlusion problems. We then use mesh simplification methods to simplify the geometry produced from the pre-rendering step so that the underline geometry is manageable for our system. We compare two simplification methods, namely, down-sampling and feature preserved mesh simplification schemes and compare the errors produced by each methods. We then present the methods to manage our image-based database to achieve even more efficient renderings. These methods include empty texture tiles removal, texture bindings reduction technique, a novel two-part caching and pre-fetching scheme and our new data reduction method using a track-dependent occlusion culling algorithm. The system has been successfully tested on several scenes and on two different platforms and satisfying results have been obtained which proves that our system is suitable for handling large datasets and complex scenes.
机译:合成场景或虚拟环境的复杂渲染曾经被认为无法用于消费者渲染,现在正成为年轻艺术家的工具。这些渲染由于其高质量的图像合成,可能需要几分钟到几小时才能完成渲染。随着计算能力的提高,科学仿真可以生成数万亿字节甚至是皮塔字节范围的数据集。渲染这些海量数据集的一帧有时可能需要很长时间才能完成。因此,使用传统渲染技术无法实现这些大型数据集和复杂场景的交互性。我们的工作重点是使用基于图像的渲染(1BR)技术来管理和探索高速网络上远程显示器上的大型复杂数据集和虚拟场景。这项研究的关键思想是对场景进行预处理,并在场景内预先选择的路径上渲染关键视点。然后,我们将这些预处理的部分结果保存到服务器上的数据库中。用户可以浏览客户端上的数据集。每当他或她需要信息时,客户端就会通过高速网络将请求发送到服务器,服务器可以检索信息并通过网络发送信息。在本文中,我们提出了一种新的基于图像的模型,以重建路径上任何视图的近似值,从而允许用户以交互的帧频在虚拟环境中漫游。我们将场景或数据集划分为几个深度平板,以避免遮挡和遮挡问题。然后,我们使用网格简化方法来简化从预渲染步骤生成的几何图形,以便对我们的系统管理下划线几何图形。我们比较了两种简化方法,即下采样和保留特征的网格简化方案,并比较了每种方法产生的误差。然后,我们介绍管理基于图像的数据库以实现更高效渲染的方法。这些方法包括空纹理贴块去除,纹理绑定减少技术,新颖的两部分缓存和预取方案以及我们新的使用依赖于轨迹的遮挡剔除算法的数据减少方法。该系统已在多个场景和两个不同的平台上成功进行了测试,并获得了令人满意的结果,证明我们的系统适合处理大型数据集和复杂场景。

著录项

  • 作者

    Yang, Lining.;

  • 作者单位

    The Ohio State University.;

  • 授予单位 The Ohio State University.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2003
  • 页码 103 p.
  • 总页数 103
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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