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Simplifying massive datasets with color and texture in 3D real time games engine development

机译:在3D实时游戏引擎开发中使用颜色和纹理简化海量数据集

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摘要

Computational demanding paradigm like three dimensional interactive applications always requires the simulation and display of a virtual environment (VE) at interactive frame rates. Even with the use of powerful graphics workstations, a complex VE can involve a vast amount of computation, inducing a noticeable lag into the system. This lag can severely compromise the display quality. Therefore, a lot of techniques have been proposed to overcome the delay of the display. It includes motion prediction, fixed update rate, visibility culling, frameless rendering, Galilean antialiasing, level of detail, world subdivision or even employing parallelism (Reddy 1997). Level of detail is certainly a great way in resolving this problem. A long time ago, programmers have used Level of Detail (LOD) techniques to improve the performance and quality of their graphics systems. The LOD approach involves retaining a set of representations of each polygonal object, each with different levels of triangle resolution. During the animation rendering stage, objects deemed to be less important are displayed with a lowresolution representation. Whereas object of higher importance is displayed with higher details (Figure 2.1).
机译:像三维交互式应用程序这样的计算要求很高的范例始终要求以交互式帧速率模拟和显示虚拟环境(VE)。即使使用功能强大的图形工作站,复杂的VE也会涉及大量计算,从而导致系统明显滞后。这种滞后会严重损害显示质量。因此,已经提出了许多技术来克服显示器的延迟。它包括运动预测,固定更新率,可见性剔除,无框渲染,伽利略抗锯齿,细节级别,世界细分甚至采用并行性(Reddy 1997)。详细程度当然是解决此问题的好方法。很久以前,程序员已经使用详细程度(LOD)技术来提高其图形系统的性能和质量。 LOD方法涉及保留每个多边形对象的一组表示,每个表示具有不同级别的三角形分辨率。在动画渲染阶段,被认为不太重要的对象将以低分辨率表示进行显示。重要性较高的对象显示的细节更高(图2.1)。

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