共查询到17条相似文献,搜索用时 718 毫秒
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基于多线程并行的大规模场景交互漫游研究 总被引:1,自引:0,他引:1
针对大规模三维场景的交互漫游,提出了一种基于多线程并行调度解决方案,并给出了相应的交互漫游算法.该方法使用离散层次细节技术结合视点相关的动态连续层次细节选择和过渡的批LOD技术.在预处理阶段,对大规模场景进行分层分块处理;在实时漫游阶段,采用多线程并行技术:绘制线程利用四又树层次进行可见性剔除和视点相关简化获取当前可绘地形,并将其提交给GPU进行绘制.预取线程通过预测视点的位置,从外存预取相关的几何数据并调入内存.将该方法应用于具体实例,取得了良好效果,证明了该并行方法的有效性. 相似文献
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在场景分割的基础上,提出一种连续分层层次细节模型组织场景,并对视点空间进行划分,为每个视点单元计算恰好满足单元内任意视点屏幕像素误差的场景图节点列表,称为cell-front;然后利用cell-front对外存模型的存储进行重新设计.在绘制时采用多线程技术,绘制线程对当前cell-front进行可见性剔除和视点相关的选择绘制;预取线程采用一种基于视点单元的预取策略,利用视点单元之间cell-front的变化控制预取数据的调度.该算法能够在保证场景绘制质量的前提下,在普通的PC机上实现大规模外存场景的实时交互显示. 相似文献
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大规模复杂场景交互绘制技术综述 总被引:2,自引:0,他引:2
大规模复杂场景的快速绘制是虚拟现实、实时仿真和三维交互设计等许多重要应用的底层支撑技术,也是诸多研究领域面临的一个基本问题.随着近几年三维扫描和建模技术的飞速发展,三维场景的规模和复杂度不断增大,大规模复杂场景的交互绘制受到了国内外研究者越来越多的重视并取得了一系列研究成果.首先简要回顾了大规模复杂场景交互绘制的研究进展情况;然后通过对其中涉及的主要关键技术进行总结分析,并对国内外典型的绘制系统进行比较和分类,阐述了大规模复杂场景交互绘制的主要研究内容,给出了大规模复杂场景交互绘制系统所应包含的基本组成部分和一般框架;最后对今后的发展方向做出了展望. 相似文献
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三维虚拟漫游技术的研究 总被引:4,自引:0,他引:4
三维虚拟现实漫游技术目前是国内外的研究热点之一.主要研究和探讨了利用五点定位LOD四又树组织和管理大规模地形数据,并以井地算法实现大规模地形实时渲染,能有效地提升三维场景的渲染速度.提出了一种基于场景投影图矩阵的自动漫游路径生成的钢丝算法,该算法适用于各种复杂的三维虚拟场景并能生成光滑的自动漫游路径. 相似文献
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基于LOD控制与内外存调度的大型三维点云数据绘制 总被引:6,自引:1,他引:5
通过结合基于视点的细节层次(level-of-detail,LOD)控制技术和内外存调度的数据控制策略,实现大型三维点云数据在一般配置PC机上的实时交互浏览.首先将输入点云分为大小相等的若干块。然后对每块数据分别建立误差控制下的多分辨率数据结构,并进行内外存分配.在交互绘制中,通过用户视点来确定当前的感兴趣区域,以控制模型表面的细节层次分布.该算法不但可以实现大型点云数据的实时交互绘制,而且可有效地提高一般点云数据绘制时的内存使用效率. 相似文献
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大规模场景的快速绘制是虚拟现实技术重要的研究课题之一.为了加速场景的绘制,一般采用层次细节模型和可见性裁剪方法,但是现有算法在处理大规模场景时存在着局限性.本文提出了一种新的大规模场景快速绘制算法,该算法在场景层次划分的基础上,利用拓扑结构可变的网格简化方法为场景层次计算连续的分层层次细节模型(HLOD);然后在实时绘制阶段,对场景分层层次细节模型进行视点相关的全局和局部细化,并结合快速有效的视域裁剪,从而大大加速了场景绘制速度.实验结果表明该算法是简单有效的,并且算法还可以进一步扩展到外存方式. 相似文献
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大规模复杂场景的可见性问题研究 总被引:10,自引:1,他引:9
大规模复杂场景的快速绘制技术是虚拟现实、实时仿真以及三维交互设计等许多重要应用的底层支撑技术,也是诸多研究领域面临的一个基本问题.作为其中一个技术解决手段,可见性问题在近年来得到了高度重视并取得了一系列研究成果.通过对相关可见性算法进行分析与总结,阐述了可见性问题的研究内容,提出了方法的优劣判别标准,给出了可见性判断算法所应包含的基本组成部分和步骤,最后指出未来仍然需要重点研究的若干关键问题. 相似文献
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Suter SK Guitián JA Marton F Agus M Elsener A Zollikofer CP Gopi M Gobbetti E Pajarola R 《IEEE transactions on visualization and computer graphics》2011,17(12):2135-2143
Large scale and structurally complex volume datasets from high-resolution 3D imaging devices or computational simulations pose a number of technical challenges for interactive visual analysis. In this paper, we present the first integration of a multiscale volume representation based on tensor approximation within a GPU-accelerated out-of-core multiresolution rendering framework. Specific contributions include (a) a hierarchical brick-tensor decomposition approach for pre-processing large volume data, (b) a GPU accelerated tensor reconstruction implementation exploiting CUDA capabilities, and (c) an effective tensor-specific quantization strategy for reducing data transfer bandwidth and out-of-core memory footprint. Our multiscale representation allows for the extraction, analysis and display of structural features at variable spatial scales, while adaptive level-of-detail rendering methods make it possible to interactively explore large datasets within a constrained memory footprint. The quality and performance of our prototype system is evaluated on large structurally complex datasets, including gigabyte-sized micro-tomographic volumes. 相似文献
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结合现有的工作描述了虚拟仿真实验系统(VSLS),阐述了该系统的功能特点和结构模式,对实现该系统的关键技术进行了分析和总结,包括三维场景建模方法、VRML访问实时数据库以及交互式虚拟场景的开发,提出了利用可视化编程语言VB开发一个实现复杂交互动作功能的平台,完成静态VRML文件到动态交互式虚拟文件的转换,重点解决了三维场景模型建立及几何变换、数据库设计及性能优化、三维虚拟实验场景动态组合、虚拟实验场景访问数据库和虚拟实验场景交互性实现等关键技术。 相似文献
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Out-of-core Data Management for Path Tracing on Hybrid Resources 总被引:1,自引:0,他引:1
Brian Budge Tony Bernardin Jeff A. Stuart Shubhabrata Sengupta Kenneth I. Joy John D. Owens 《Computer Graphics Forum》2009,28(2):385-396
We present a software system that enables path-traced rendering of complex scenes. The system consists of two primary components: an application layer that implements the basic rendering algorithm, and an out-of-core scheduling and data-management layer designed to assist the application layer in exploiting hybrid computational resources (e.g., CPUs and GPUs) simultaneously. We describe the basic system architecture, discuss design decisions of the system's data-management layer, and outline an efficient implementation of a path tracer application, where GPUs perform functions such as ray tracing, shadow tracing, importance-driven light sampling, and surface shading. The use of GPUs speeds up the runtime of these components by factors ranging from two to twenty, resulting in a substantial overall increase in rendering speed. The path tracer scales well with respect to CPUs, GPUs and memory per node as well as scaling with the number of nodes. The result is a system that can render large complex scenes with strong performance and scalability. 相似文献
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VRML构造复杂三维场景时,通常需要多个场景的组合。如何实现三维空间场景跳转和三维造型的动态效果十分关键?结合实例讨论并给出利用Anchor组节点实现多场景跳转的方法,在动态三维造型的基础上利用传感器Sensor节点,实现复杂的交互功能: 相似文献
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近年来,三维虚拟场景的规模和复杂程度不断提高,受到硬件的限制,一些应用 中的超大规模场景(如建筑群,城市等)很难在单机上进行渲染或满足可交互的需求。针对该问 题,提出了一种分布式渲染框架,将大规模场景在内容上进行划分,得到单一节点可渲染的子 场景。这些子场景被分布到集群中不同的渲染节点进行处理,其渲染结果根据深度信息进行合 成得到整个场景的最终渲染结果。为了降低交互响应时间,需对子场景的渲染结果进行压缩传 输。实验充分验证了提出的分布式渲染系统能够高效处理超大规模场景的渲染和交互,并且具 有良好的可扩展性,能够满足很多领域中对大规模场景交互式渲染的需求。 相似文献
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We present a simple out-of-core algorithm for computing the Fast-Fourier Transform (FFT) needed to determine the two-dimensional potential of surface crystals with large-scale features, like faults, at ultra-high resolution, with around 109 grid points. This algorithm represents a proof of concept that a simple and easy-to-code, out-of-core algorithm can be easily implemented and used to solve large-scale problems on low-cost hardware. The main novelties of our algorithm are: (1) elapsed and I/O times decrease with the number of single records (lines) being read; (2) only basic reading and writing routines is necessary for making the out-of-core access. Our method can be easily extended to 3D and be applied to many grand-challenge problems in science and engineering, such as fluid dynamics. 相似文献
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Michael Wand Alexander Berner Martin Bokeloh Philipp Jenke Arno Fleck Mark Hoffmann Benjamin Maier Dirk Staneker Andreas Schilling Hans-Peter Seidel 《Computers & Graphics》2008,32(2):204-220
This paper describes a new out-of-core multi-resolution data structure for real-time visualization, interactive editing and externally efficient processing of large point clouds. We describe an editing system that makes use of the novel data structure to provide interactive editing and preprocessing tools for large scanner data sets. Using the new data structure, we provide a complete tool chain for 3D scanner data processing, from data preprocessing and filtering to manual touch-up and real-time visualization. In particular, we describe an out-of-core outlier removal and bilateral geometry filtering algorithm, a toolset for interactive selection, painting, transformation, and filtering of huge out-of-core point-cloud data sets and a real-time rendering algorithm, which all use the same data structure as storage backend. The interactive tools work in real-time for small model modifications. For large scale editing operations, we employ a two-resolution approach where editing is planned in real-time and executed in an externally efficient offline computation afterwards. We evaluate our implementation on example data sets of sizes up to 63 GB, demonstrating that the proposed technique can be used effectively in real-world applications. 相似文献