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Hierarchical Level of Detail Optimisation for Constant Framerate Rendering of Radiosity Scenes

机译:恒定级别的光能传递场景渲染的细节层次优化

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摘要

The predictive hierarchical level of detail optimization algorithm of Mason and Blake is experimentally evaluated in the form of a practical application to hierarchical radiosity. In a novel approach the recursively subdivided patch hierarchy generated by a perceptually refined hierarchical radiosity algorithm is treated as a hierarchical level of detail scene description. In this way we use the Mason-Blake algorithm to successfully maintain constant frame rates during the interactive rendering of the radiosity-generated scene. We establish that the algorithm is capable of maintaining uniform frame rendering times, but that the execution time of the optimization algorithm itself is significant and is strongly dependent on frame-to-frame coherence and the granularity of the level of detail description. To compensate we develop techniques which effectively reduce and limit the algorithm execution time: We restrict the execution times of the algorithm to guard against pathological situations and propose simplification transforms that increase the granularity of the scene description, at minimal cost to visual quality. We demonstrate that using these techniques the algorithm is capable of maintaining interactive frame rates for scenes of arbitrary complexity. Furthermore we provide guidelines for the appropriate use of predictive level of detail optimization algorithms derived from our practical experience.
机译:对Mason和Blake的细节优化算法的预测层次级别进行了实验评估,以实际应用的形式应用于层次光能传递。在一种新颖的方法中,通过在感知上改进的分层光能传递算法生成的递归细分的补丁层次被视为细节场景描述的层次级别。通过这种方式,我们使用Mason-Blake算法在对光能传递生成的场景进行交互式渲染期间成功地保持恒定的帧速率。我们确定该算法能够保持统一的帧渲染时间,但是优化算法本身的执行时间很长,并且强烈依赖于帧间一致性和详细描述级别的粒度。为了进行补偿,我们开发了有效减少和限制算法执行时间的技术:我们限制算法的执行时间以防范病理情况,并提出简化的转换方法,以最小的视觉质量成本增加场景描述的粒度。我们证明了使用这些技术,该算法能够为任意复杂性的场景保持交互式帧频。此外,我们提供了根据实际经验得出的适当使用预测级别的细节优化算法的准则。

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