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Real-Time Rendering Method and Performance Evaluation of Composable 3D Lenses for Interactive VR

机译:交互式VR可组合3D镜头的实时渲染方法和性能评估

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We present and evaluate a new approach for real-time rendering of composable 3D lenses for polygonal scenes. Such lenses, usually called ȁC;volumetric lenses,ȁD; are an extension of 2D Magic Lenses to 3D volumes in which effects are applied to scene elements. Although the composition of 2D lenses is well known, 3D composition was long considered infeasible due to both geometric and semantic complexity. Nonetheless, for a scene with multiple interactive 3D lenses, the problem of intersecting lenses must be considered. Intersecting 3D lenses in meaningful ways supports new interfaces such as hierarchical 3D windows, 3D lenses for managing and composing visualization options, or interactive shader development by direct manipulation of lenses providing component effects. Our 3D volumetric lens approach differs from other approaches and is one of the first to address efficient composition of multiple lenses. It is well-suited to head-tracked VR environments because it requires no view-dependent generation of major data structures, allowing caching and reuse of full or partial results. A Composite Shader Factory module composes shader programs for rendering composite visual styles and geometry of intersection regions. Geometry is handled by Boolean combinations of region tests in fragment shaders, which allows both convex and nonconvex CSG volumes for lens shape. Efficiency is further addressed by a Region Analyzer module and by broad-phase culling. Finally, we consider the handling of order effects for composed 3D lenses.
机译:我们提出并评估一种用于多边形场景的可组合3D镜头实时渲染的新方法。这种镜片,通常称为ȁC;体积镜片,lensesD;是2D魔幻镜头到3D体积的扩展,其中将效果应用于场景元素。尽管2D镜头的合成是众所周知的,但由于几何和语义复杂性,长期以来人们一直认为3D合成是不可行的。但是,对于具有多个交互式3D镜头的场景,必须考虑相交镜头的问题。以有意义的方式相交的3D镜头支持新的界面,例如分层3D窗口,用于管理和组成可视化选项的3D镜头,或通过直接操纵提供组件效果的镜头进行交互式着色器开发。我们的3D立体镜头方法不同于其他方法,并且是首批解决多镜头高效组合的方法之一。由于它不需要依赖于视图的主要数据结构生成,因此可以缓存和重用全部或部分结果,因此它非常适合用于前端跟踪的VR环境。 Composite Shader Factory模块包含用于渲染复合视觉样式和相交区域几何的着色器程序。几何形状是通过片段着色器中区域测试的布尔组合来处理的,这允许凸形和非凸形CSG体积用于透镜形状。区域分析器模块和广域剔除进一步提高了效率。最后,我们考虑处理合成3D镜头的顺序效果。

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