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View dependent simplification on out-of core datasets in 3D realtime game engine development

机译:3D实时游戏引擎开发中对核心数据集的视图相关简化

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摘要

Rapid technology growth in modern 3D scanning technology and the high complexity of computer simulations have led to a boost in the size of geometry data sets. Even the most powerful graphics hardware also is not able to handle the rendering of the extremely massive data. Noticeable delay or jagged effects always bother the rendering quality. It is significant especially in real-time and interactive application. The conventional simplification approaches are no more sufficient to handle it. Thus, outof- core approach is invented. Besides, in many applications, surface attributes are important to show the details of the mesh. Therefore, automatic simplification is done on massive datasets while preserving its surface attributes. In this chapter, we present a preliminary approach to represent the data in an Octree structure and then to simplify the model using modified memory insensitive technique. During run-time, the portion of the visible mesh will be rendered view-dependently.
机译:随着现代3D扫描技术的飞速发展,以及计算机模拟的高度复杂性,几何数据集的规模不断扩大。即使是功能最强大的图形硬件,也无法处理极其庞大的数据。明显的延迟或锯齿效果总是困扰渲染质量。这在实时和交互式应用中尤其重要。传统的简化方法已不足以处理它。因此,发明了核外方法。此外,在许多应用中,表面属性对于显示网格的细节很重要。因此,对大量数据集进行自动简化,同时保留其表面属性。在本章中,我们提供了一种初步的方法来以Octree结构表示数据,然后使用修改后的内存不敏感技术简化模型。在运行时,可见网格的一部分将根据视图进行渲染。

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