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Distributed visibility culling technique for complex scene rendering

机译:用于复杂场景渲染的分布式可见性剔除技术

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This paper describes a complex scene rendering system that it can comprehensively render larger and more complex 3D scenes in a form of output-sensitive way by means of using distributed visibility culling technique. The process of the proposed visibility calculations is explicitly divided into two distinct phases, one is preprocessing stage, and the other is on-the-fly stage. At the preprocessing stage, the whole scene is partitioned into numerous regions, namely spatial cells, by adopting BSP tree algorithm. Accordingly, the complexity weight of each cell is estimated in advance depending on the number of geometric polygons within the cell. Afterwards we find out possible occluders in each cell for accelerating the real-time occlusion culling at run time. Moreover, instant visibility is taken into account to quickly calculate the tight potentially visible set (PVS) which is valid for several frames during the on-the-fly phase. As dynamic load balancing algorithm is concerned, we employ the cell arrangement mechanism to dynamically assign a specific amount of service demand to each calculating machine. The amount of service demand is estimated when a calculating machine is dynamically inserted into or removed from the distributed calculating cluster. Finally, after the drawing machines gather the PVS results from every calculating machine, they render the scene for users to view it on the next frames. From the simulation results, we can see that the proposed real-time walkthrough environment takes good advantage of the distributed visibility culling technique for displaying large, complex 3D scenes in real time and gets rid of a troublesome computation delay problem.
机译:本文介绍了一种复杂的场景渲染系统,该系统可以通过使用分布式可见性剔除技术以输出敏感的方式全面渲染较大和更复杂的3D场景。拟议的能见度计算过程明确分为两个阶段,一个阶段是预处理阶段,另一个阶段是即时阶段。在预处理阶段,采用BSP树算法将整个场景划分为多个区域,即空间单元。因此,根据单元内的几何多边形的数量预先估计每个单元的复杂度权重。之后,我们在每个单元格中找到可能的遮挡物,以在运行时加速实时遮挡剔除。此外,即时可见性也被考虑在内,以快速计算出紧密的潜在可见集合(PVS),该集合在运行阶段对多个帧有效。考虑到动态负载平衡算法,我们采用单元布置机制为每台计算机动态分配特定数量的服务需求。当将计算机动态插入分布式计算集群中或从中删除时,估计服务需求量。最终,绘图机从每台计算机上收集了PVS结果后,便渲染场景供用户在下一帧中查看。从仿真结果可以看出,提出的实时漫游环境很好地利用了分布式可见性剔除技术,可以实时显示大型,复杂的3D场景,并且摆脱了麻烦的计算延迟问题。

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