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View-Dependent Realtime Rendering of Procedural Facades with High Geometric Detail

机译:具有高几何细节的过程立面的视图依赖实时渲染

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We present an algorithm for realtime rendering of large-scale city models with procedurally generated facades. By using highly detailed assets like windows, doors, and decoration such city models can provide an extremely high geometric level of detail but on the downside they also consist of billions of polygons which makes it infeasible to even store them as explicit polygonal meshes. Moreover, when rendering urban scenes usually only a very small fraction of the city is actually visible which calls for effective culling mechanisms. For procedural textures there are efficient screen space techniques that evaluate, e.g., a split grammar on a per-pixel basis in the fragment shader and thus render a textured facade in a view dependent manner. We take this idea further by introducing 3D geometric detail in addition to flat textures. Our approach is a two-pass procedure that first renders a flat procedural facade. During rasterization the fragment shader triggers the instantiation of a detailed asset whenever a geometric facade element is potentially visible. The set of instantiated detail models are then rendered in a second pass. The major challenges arise from the fact that geometric details belonging to a facade can be visible even if the base polygon of the facade itself is not visible. Hence we propose measures to conservatively estimate visibility without introducing excessive redundancy. We further extend our technique by a simple level of detail mechanism that switches to baked textures (of the assets) depending on the distance to the camera. We demonstrate that our technique achieves realtime frame rates for large-scale city models with massive detail on current commodity graphics hardware.
机译:我们提出了一种实时渲染具有程序生成的立面的大规模城市模型的算法。通过使用诸如窗户,门和装饰之类的高度详细的资产,此类城市模型可以提供极高的几何细节水平,但在不利方面,它们还包含数十亿个多边形,因此甚至无法将它们存储为明确的多边形网格。此外,在渲染城市场景时,通常通常只看到很小一部分城市,这需要有效的剔除机制。对于过程纹理,存在有效的屏幕空间技术,这些技术可以在片段着色器中按像素评估例如分割语法,从而以与视图相关的方式渲染纹理外观。除平面纹理外,我们还引入了3D几何细节,从而使这一想法更进一步。我们的方法是一个两遍过程,首先绘制一个平坦的过程外观。在栅格化期间,只要有可能看到几何外观元素,片段着色器就会触发详细资源的实例化。然后在第二遍中渲染实例化细节模型的集合。主要挑战来自这样一个事实,即即使看不见立面本身的基础多边形,也可以看到属于立面的几何细节。因此,我们提出了在不引入过多冗余的情况下保守估计可见性的措施。我们通过简单的细节机制进一步扩展了我们的技术,该细节机制根据与相机的距离切换为烘焙的(素材)纹理。我们证明了我们的技术可以为大规模城市模型实现实时帧速率,并具有当前商品图形硬件的大量细节。

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