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A Cache Approach Towards Web-based Interactive Large-scale Terrain Rendering

机译:基于Web的交互式大规模地形渲染的缓存方法

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摘要

We propose a novel method for web-based rendering of highly detailed 3D terrains. The proposed method relies on the server to provide rendering results directly for the clients. In order to achieve an interactive frame rate at the client and to reduce the workload of the server, a client side cache system is designed to reconstruct in-between screen shots from previous rendering results sparsely provided by the server, which are in the form of color images and depth maps (to be referred to as Terrain Instance Map, or TIM, in the paper). The cache system is designed to reuse TIMs as much as possible based on a series of view point analysis, screen coverage chocking and effective resolution calculation on both CPU and GPU. The characteristics of our method include: quick full-detail view, high quality screen shots throughout the session, highly scalable, and it has little requirement on the rendering algorithm or data structure used at the server, safety for terrain data. Experiment results show that the proposed method is effective.
机译:我们提出了一种基于Web的高度详细3D地形渲染的新颖方法。所提出的方法依靠服务器直接为客户端提供渲染结果。为了在客户端实现交互式帧速率并减少服务器的工作量,客户端缓存系统被设计为根据服务器稀疏提供的先前渲染结果,以以下形式重建中间屏幕快照:彩色图像和深度图(在本文中称为“地形实例图”或TIM)。高速缓存系统旨在基于一系列观点分析,屏幕覆盖问题以及在CPU和GPU上的有效分辨率计算,尽可能多地重用TIM。我们方法的特点包括:快速的全细节视图,整个会话期间的高质量屏幕截图,高度可扩展,并且对服务器上使用的渲染算法或数据结构要求不高,地形数据的安全性也很高。实验结果表明,该方法是有效的。

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