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Multiresolution hierarchies for multimodal interaction in virtual environments.

机译:虚拟环境中多模式交互的多分辨率层次结构。

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摘要

Interactive visualization of large geometric datasets in computer graphics is a challenging task due to several reasons. One of the main reasons is that the sizes of most present-day geometric datasets are one or more orders of magnitude larger than what the current graphics hardware can display at interactive rates.; Genus Simplification is a topology-simplifying approach that can be used for genus reductions, removal of protuberances, and repair of cracks in polygonal models in a unified framework. This work is complementary to the existing work on geometry simplification of polygonal datasets and we found that using topology and geometry simplifications together yields superior multiresolution hierarchies than is possible by using either of them alone.; We have developed an algorithm for performing adaptive real-time level-of-detail-based rendering for triangulated polygonal models. The simplifications are dependent on viewing direction, lighting, and visibility and are performed by taking advantage of image-space, object-space, and frame-to-frame coherences.; Topology simplification is essential to achieve aggressive reduction on the number of triangles for objects that are far from the view. Therefore, we have developed a technique for performing view-dependent geometry and topology simplifications for level-of-detail-based renderings of large models. The algorithm proceeds by preprocessing the input dataset into a binary view-dependence tree of vertex-pair collapses.; View-dependent simplification techniques have not been able to take full advantage of the underlying graphics hardware such as triangle strips. View-dependent rendering suffer from this drawback because the triangle mesh connectivity changes at every frame we propose. Skip Strip as a novel data-structure that efficiently maintains triangle strips during view-dependent changes. A Skip Strip stores the vertex hierarchy nodes in a skip-list-like manner with path compression.; To take advantage of the widespread availability of parallel machines, we have developed a parallel algorithm for preprocessing as well as real-time navigation of view-dependent virtual environments on shared memory multiprocessors.; For richer virtual environment, haptic display with force feedback is essential. But most of the present haptic systems are only capable of representing a few hundreds of geometric primitives. To enable haptically rendering of large datasets we introduce Perception Dependent Haptic Rendering, a novel approach to reduce the complexity of the rendered dataset, which is based on the View-Dependence Tree. (Abstract shortened by UMI.)
机译:由于多种原因,在计算机图形学中对大型几何数据集进行交互式可视化是一项艰巨的任务。主要原因之一是,当今大多数几何数据集的大小比当前图形硬件以交互速率显示的大小大一个或多个数量级。类简化是一种拓扑简化方法,可用于在统一框架中减少类,减少凸起以及修复多边形模型中的裂纹。这项工作是对多边形数据集几何简化方面现有工作的补充,我们发现,与单独使用拓扑和几何简化一起使用时,可以产生更好的多分辨率层次结构。我们已经开发了一种算法,用于为三角多边形模型执行自适应的基于细节级别的实时渲染。简化取决于观看方向,照明和可见性,并且是通过利用图像空间,对象空间和帧到帧的一致性来执行的。简化拓扑对于大幅减少远离视线的对象的三角形数量至关重要。因此,我们已经开发出一种技术,用于为大型模型的基于细节级别的渲染执行与视图相关的几何和拓扑简化。该算法通过将输入数据集预处理为顶点对折叠的二元视图相关树进行。依赖视图的简化技术无法充分利用基础图形硬件(例如三角形条)的优势。依赖视图的渲染存在此缺点,因为三角形网格连接在我们建议的每一帧都会发生变化。跳过条带是一种新颖的数据结构,可在依赖于视图的更改期间有效地维护三角形条带。跳过条以类似于跳过列表的方式通过路径压缩存储顶点层次结构节点。为了利用并行机的广泛可用性,我们开发了一种并行算法,用于在共享内存多处理器上进行预处理以及实时浏览与视图相关的虚拟环境。对于更丰富的虚拟环境,具有力反馈的触觉显示至关重要。但是当前的大多数触觉系统仅能够表示几百个几何图元。为了能够对大型数据集进行触觉渲染,我们引入了“感知相关的触觉渲染”,这是一种基于视图依赖树的降低渲染数据集复杂性的新方法。 (摘要由UMI缩短。)

著录项

  • 作者

    El-Sana, Jihad AbdAlla.;

  • 作者单位

    State University of New York at Stony Brook.;

  • 授予单位 State University of New York at Stony Brook.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 1999
  • 页码 230 p.
  • 总页数 230
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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