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Real-time rendering of large-scale static scene

机译:大规模静态场景的实时渲染

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摘要

In virtual simulation application, it is often necessary to use Open GL to render large-scale 3D static scenes including urban architectures. Each scene unit generally has individual vertex data and texture. For large-scale data set, it is hard to render all scene units simultaneously. We need to render part of the scene separately, which is called the scene partition and culling. In general, we partition the whole scene into different units on the CPU. We present a scheme that optimize the GPU rendering pipeline to cull the large-scale static scene, which will reduce the CPU suspending time and take full advantage of GPU computing advantages to speed up the rendering efficiency.
机译:在虚拟仿真应用程序中,通常需要使用Open GL来渲染包括城市架构在内的大规模3D静态场景。每个场景单元通常具有单个顶点数据和纹理。对于大型数据集,很难同时呈现所有场景单位。我们需要单独渲染一部分场景,称为场景分区和剔除。通常,我们将整个场景分区为CPU上的不同单位。我们提出了一种优化GPU渲染管道的方案来剔除大规模的静态场景,这将减少CPU暂停时间并充分利用GPU计算优势以加快渲染效率。

著录项

  • 来源
  • 作者单位

    Beijing Engineering Technology Research Center of Virtual Simulation and Visualization Peking University;

    School of Electronics Engineering and Computer Science Peking University;

    Beijing Engineering Technology Research Center of Virtual Simulation and Visualization Peking University;

    School of Electronics Engineering and Computer Science Peking University;

    Beijing Engineering Technology Research Center of Virtual Simulation and Visualization Peking University;

    School of Electronics Engineering and Computer Science Peking University;

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  • 原文格式 PDF
  • 正文语种 chi
  • 中图分类 计算机仿真;
  • 关键词

  • 入库时间 2022-08-19 04:55:03
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