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Displacement patches for view-dependent rendering

机译:位移贴片,用于依赖视图的渲染

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In this paper we present a new approach for interactive view-dependent rendering of large polygonal data sets which relies on advanced features of modern graphics hardware. Our preprocessing algorithm starts by generating a simplified representation of the input mesh. It then builds a multiresolution hierarchy for the simplified model. For each face in the hierarchy, it generates and assigns a displacement map that resembles the original surface represented by that face. At runtime, the multiresolution hierarchy is used to select a coarse view-dependent level-of-detail representation, which is sent to the graphics hardware. The GPU then refines the coarse representation by replacing each face with a planar tile, which is elevated according to the assigned displacement map. Our results show that our implementation achieves quality images at high frame rates.
机译:在本文中,我们提出了一种新的方法,该方法依赖于依赖于现代图形硬件的高级功能的大型多边形数据集的交互式基于视图的渲染。我们的预处理算法从生成输入网格的简化表示开始。然后,它为简化的模型构建多分辨率层次结构。对于层次结构中的每个面,它都会生成并分配一个位移图,该位移图类似于该面代表的原始曲面。在运行时,多分辨率层次结构用于选择与视图相关的粗略细节级别表示,该表示形式将发送到图形硬件。然后,GPU通过用平面图块替换每个面来细化粗略表示,该图块根据分配的位移图而升高。我们的结果表明,我们的实现可在高帧频下获得高质量的图像。

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