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A Multiresolution Approach to Render 3D Models

机译:一种渲染三维模型的多分辨率方法

摘要

Image synthesis techniques are present in a wide range of applications as they leverage the amount of information required for creating realistic visualizations. For fast hardware rendering they usually employ a triangle-based representation describing the geometry of the scene. In this paper, we introduce a new and simple framework for performing on-the-fly refinement and simplification of meshes completely on the GPU. As we aim at making easy the integration of level-of-detail management into the creation workflow of artists, the presented method is easy to be implemented. We only need a coarse mesh, its displacement map and a geometry shader. At rendering time, we employ a geometry shader to parallelize the tessellation and displacement steps. The tessellation step performs uniform refinement or simplification operations by applying a fixed subdivision criterion. Our method also exploits coherence by taking advantage of the last computed mesh. We provide a method which offers a flexible integration with standard 3D tools, easy to be implemented, coherence exploitation and wholly processed by the GPU.
机译:图像合成技术利用了创建逼真的可视化所需的信息量,因此存在于广泛的应用中。为了快速进行硬件渲染,他们通常使用基于三角形的表示形式来描述场景的几何形状。在本文中,我们介绍了一个新的简单框架,可以在GPU上完全实时地进行网格细化和简化。由于我们的目标是简化将细节级别管理集成到艺术家的创作工作流程中,因此所提出的方法易于实现。我们只需要一个粗糙的网格,它的位移贴图和一个几何着色器。在渲染时,我们使用几何着色器来并行化镶嵌和位移步骤。细分步骤通过应用固定的细分条件执行统一的优化或简化操作。我们的方法还通过利用最后计算的网格来利用相干性。我们提供了一种方法,该方法可与标准3D工具灵活集成,易于实施,一致性开发并由GPU完全处理。

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