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首页> 外文期刊>IEEE Transactions on Consumer Electronics >Eliminating CPU overhead for on-the-fly content adaptation with MPEG-4 wavelet subdivision surfaces
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Eliminating CPU overhead for on-the-fly content adaptation with MPEG-4 wavelet subdivision surfaces

机译:借助MPEG-4小波细分表面,消除了用于即时内容自适应的CPU开销

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摘要

3D content, such as X3D/VRML and MPEG-4, is transported over a lot of different networks to many different terminals. The differences in bandwidth and performance are typically coped with compressed multi-resolution content: e.g. MPEG-4 wavelet subdivision surfaces (WSS). WSS geometry has a very good compression, but suffers from a high CPU overhead when it is used for fine-grained on-the-fly adaptations of the geometry in execution time regulated applications, e.g. networked interactive 3D games. This paper therefore presents a new content adaptation method for WSS geometry which drastically frees the CPU for other application tasks. The proposed method has a minimal impact on the execution time of the graphical processing unit (10% increase) despite its extra memory requirements (68% compared to single resolution geometry) and its decreased post T&L cache efficiency.
机译:3D内容(例如X3D / VRML和MPEG-4)通过许多不同的网络传输到许多不同的终端。带宽和性能上的差异通常可以解决压缩后的多分辨率内容: MPEG-4小波细分曲面(WSS)。 WSS几何图形具有很好的压缩效果,但是当在执行时间受限制的应用程序中将其用于几何图形的细粒度动态调整时,WSS几何图形会遭受很高的CPU开销。网络互动3D游戏。因此,本文提出了一种针对WSS几何的新的内容自适应方法,该方法将CPU大量释放给其他应用程序任务。尽管有额外的内存需求(与单分辨率几何相比为68%)并且其后的T&L缓存效率降低,但所提出的方法对图形处理单元的执行时间的影响最小(增加了10%)。

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