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Combining polygonal and subdivision surface approaches to modelling and rendering of urban environments

机译:结合多边形和细分曲面方法对城市环境进行建模和渲染

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摘要

The economic production and the interactive rendering of complete reconstructions of populated urban environments are technically difficult tasks. Specialized modelling tools, which exploit knowledge of the types of object being modelled by working in the application domain, can be used to create appealing virtual reconstructions quickly. At the same time, the structural information from the modeller gives valuable hints to the renderer to determine efficient interactive display strategies through the use of level-of-detail and culling techniques. Thus a modeller that knows the operator is creating houses can use this information to simplify the user interaction, guide the operator, and to create models that build in optimizations when attempting real-time rendering. In this paper we discuss the way in which polygonal and multi-resolution surface techniques can complement one another in the modelling of urban environments. We also draw more general conclusions which apply to other software systems that share the same objective.
机译:在人口密集的城市环境中进行经济生产和进行交互式重建,这在技术上是一项艰巨的任务。专门的建模工具可通过在应用程序域中工作来利用要建模的对象类型的知识,可用于快速创建有吸引力的虚拟重建。同时,来自建模器的结构信息为渲染器提供了宝贵的提示,以便通过使用详细程度和剔除技术来确定有效的交互式显示策略。因此,知道操作员正在建造房屋的建模者可以使用此信息来简化用户交互,指导操作员,并创建在尝试进行实时渲染时内置优化的模型。在本文中,我们讨论了多边形和多分辨率曲面技术在城市环境建模中可以相互补充的方式。我们还将得出更一般的结论,这些结论适用于具有相同目标的其他软件系统。

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