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Time-Critical Rendering of Huge Ecosystems Using Discrete and Continuous Levels of Detail

机译:使用离散和连续的细节级别的时间批判性的大型生态系统渲染

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摘要

We present a novel level-of-detail selection method for real-time rendering, which works on hierarchies of discrete and continuous representations. We integrate smoothly represented, point-rendered objects with discrete polygonal geometry and demonstrate our approach in a terrain-flyover application. In this testing application the digital elevation model is augmented with forests in accordance with satellite data. The vegetation is rendered as a continuous sequence of splats generated from a procedural description. Further, we discuss enhancements to our basic method to improve its scalability.
机译:我们提出了一种用于实时渲染的新颖的细节级别选择方法,该方法适用于离散和连续表示的层次结构。我们将平滑表示的点渲染对象与离散的多边形几何体集成在一起,并在terrain-flyover应用程序中演示了我们的方法。在此测试应用程序中,根据卫星数据对数字高程模型进行了森林扩充。植被被渲染为从过程描述中生成的连续的splats序列。此外,我们讨论了对基本方法的增强,以改善其可伸缩性。

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