共查询到20条相似文献,搜索用时 15 毫秒
1.
The increasing popularity of points as rendering primitives has led to a variety of different rendering algorithms, and the different implementations compare like apples to oranges. In this paper, we revisit and compare a number of recently developed point-based rendering implementations within a common testbed. Also we briefly summarize a few proposed hierarchical multiresolution point data structures and discuss their advantages. Based on a common view-dependent level-of-detail (LOD) rendering framework, we then examine different hardware accelerated point rendering algorithms. Experimental results are given with respect to performance timing and rendering quality for the different approaches. Additionally, we also compare the point-based rendering techniques to a basic triangle mesh approach. 相似文献
2.
Reinhard Klein Daniel Cohen-Or Tobias Hüttner 《Computer Animation and Virtual Worlds》1998,9(3):129-143
A view-dependent multiresolution triangulation algorithm is presented for a real-time fly-through. The triangulation of the terrain is generated incrementally on-the-fly during the rendering time. We show that since the view changes smoothly, only a few incremental modifications are required to update the triangulation to a new view. The resulting triangles form a multiresolution Delaunay triangulation which satisfies a predetermined view-dependent error tolerance. The presented method provides a guaranteed-quality mesh since it has control over the global geometric approximation error of the multiresolution view-dependent triangulation. © 1998 John Wiley & Sons, Ltd. 相似文献
3.
Interactive view-dependent rendering over networks 总被引:1,自引:0,他引:1
Zheng Z Prakash E Chan TK 《IEEE transactions on visualization and computer graphics》2008,14(3):576-589
For a client-server based view-dependent rendering system, the overhead of view-dependent rendering and the network latency are major obstacles in achieving interactivity. In this paper, we first present a multiresolution hierarchy traversal management strategy to control the overhead of view-dependent rendering for low-capacity clients. Then we propose a predictive parallel strategy to overcome the network latency for client-server based view-dependent multiresolution rendering systems. Our solution is to make the client process and the server process run in parallel, using the rendering time to cover the network latency. For networks with long round-trip times, we manage to overlap the network latency for one frame with the rendering time for multiple frames. View-parameters prediction is incorporated to make the parallelism of the client and the server feasible. In order to maintain an acceptable view-dependent rendering quality in the network environment, we develop a synchronization mechanism and a dynamic adjustment mechanism to handle the transient network slowdowns and the changes of the network condition. Our experimental results, in comparison with the sequential method, show that our predictive parallel approach can achieve an interactive frame rate while keeping an acceptable rendering quality for large triangle models over networks with relatively long round-trip times. 相似文献
4.
大型网格模型多分辨率的外存构建与交互绘制 总被引:3,自引:1,他引:2
结合多分辨率、网格排布和基于视点的绘制技术,提出一种外存多分辨率构建和绘制算法.采用适应性八叉树对模型的包围盒进行划分,自顶向下构建模型的多分辨率层次结构,较好地保持了原模型的细节分布;并对多分辨率结构中每个节点所包含的三角形片段进行网格排布优化,降低了缓存的平均失效率;在实时绘制时,采用基于视点的细节层次选择策略进行模型的细化;最后通过引入数据预取机制来隐藏磁盘I/O延时,进一步提高绘制性能.实验结果表明,该算法在绘制速度与细节保留上均优于同类MRMM算法. 相似文献
5.
为了有效显示复杂的三维物体网格模型,基于边折叠操作与二次误差测度,给出了建立与视点相关的多分辨率模型的网格简化算法.该方法引入了距离因子与三角形形态品质因子:网格顶点到视点的距离因子使得产生了与视点位置相关的符合观察需要的网格;三角形形态品质因子的引入,提高了简化后新生成的三角形的形态品质.同时,在构造候选边队列时,采取了邻域冻结办法,避免了对模型的某个部位过度简化与过大三角形的出现.实验结果表明,在保证效率的前提下,简化速度快,但显示并无明显失真,简化后的三角形形态品质较好.该算法适应于三角形网格模型的简化、优化及建立多分辨率细节模型. 相似文献
6.
提出一个适用于集群机并行绘制的三角形条带数据压缩框架--视点连贯性的分片条带压缩(VCPSC),有效地克服了传统几何数据压缩算法存在的问题.VCPSC包括3步核心算法:基于空间和法向连贯性分片方法;基于同心圆全局路径控制的三角形单条带化;ETSC三角形条带压缩算法.通过把每个压缩的三角形条带映射为一个支持随机存取的虚拟三角形,VCPSC实现了几何模型压缩域的基于视点的归属判断和分片随机存取.实验结果表明:VCPSC有效地改善了集群机绘制性能. 相似文献
7.
Hung-Kuang Chen Chin-Shyurng Fahn Jeffrey J. P. Tsai Rong-Ming Chen Ming-Bo Lin 《Multimedia Systems》2006,11(5):480-494
The real-time interactive 3D multimedia applications such as 3D computer games and virtual reality (VR) have become prominent multimedia applications in recent years. In these applications, both visual fidelity and degree of interactivity are usually crucial to the success or failure of employment. Although the visual fidelity can be increased using more polygons for representing an object, it takes a higher rendering cost and adversely affects the rendering efficiency. To balance between the visual quality and the rendering efficiency, a set of level-of-detail (LOD) meshes has to be generated in advance. In this paper, we propose a highly efficient polygonal mesh simplification algorithm that is capable of generating a set of high-quality discrete LOD meshes in linear run time. The new algorithm adopts memoryless vertex quadric computation, and suggests the use of constant size replacement selection min-heap, pipelined simplification, two-stage optimization, and a new hole-filling scheme, which enable it to generate very high-quality LOD meshes using relatively small amount of main memory space in linear runtime. 相似文献
8.
In this paper a new mesh simplification algorithm based on triangle collapses is presented.The algorithm can provide efficient error management and simplify the original mesh greatly.Progressive meshes may be constructed with triangle collapsing operation.To make continuous transition between level of detail (LOD) models possible,a method for interpolating is also presented.Examples illustrate the efficiency of the algorithm. 相似文献
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10.
递进网格表示法能高效地存储网格信息,并能生成连续的细节层次模型,支持模型的多分辨率表示、递进传输、网格压缩和有选择精化。此文给出了一种递进网格的生成算法,该算法能有效地控制简化网格与原始网格的误差,速度较快并能很好地保持原模型的边界特征 相似文献
11.
Oscar Ripolles Miguel Chover Jesus Gumbau Francisco Ramos Anna Puig-Centelles 《Graphical Models》2009,71(5):184-195
In this paper we present a new continuous multiresolution approach which has been developed for the interactive visualization of meshes in real-time applications. Our interest is to offer an efficient solution which considers submeshes, textures, normals and bones for skeletal animations. The model has been designed to give view-independent continuous levels-of-detail and uses triangle strips for exploiting vertex cache and coherence for minimizing bus traffic. Furthermore, its data structures allow for an efficient extraction process where all unnecessary information is eliminated and also for progressive transmission. A new simplification strategy has also been developed, which preserves appearance and attributes. In the results section we present different images to show the visual quality obtained with this simplification method, as well as a study of the storage and rendering costs. 相似文献
12.
Quick-VDR: out-of-core view-dependent rendering of gigantic models 总被引:10,自引:0,他引:10
Yoon SE Salomon B Gayle R Manocha D 《IEEE transactions on visualization and computer graphics》2005,11(4):369-382
We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarchy generation, and simplification. We introduce novel cluster dependencies in the preprocess to generate crack-free, drastic simplifications at runtime. The clusters are used for LOD selection, occlusion culling, and out-of-core rendering. We add a frame of latency to the rendering pipeline to fetch newly visible clusters from the disk and avoid stalls. The CHPM reduces the refinement cost of view-dependent rendering by more than an order of magnitude as compared to a vertex hierarchy. We have implemented our algorithm on a desktop PC. We can render massive CAD, isosurface, and scanned models, consisting of tens or a few hundred million triangles at 15-35 frames per second with little loss in image quality. 相似文献
13.
多细节层次(LOD)是实时图形生成的一项重要技术。介绍了几种典型的多细节层次模型的自动生成算法,在此基础上提出了一种基于边折叠的多边形网格模型简化算法。实验表明,这种网格模型简化算法能在损失很少的屏幕像素误差的前提下提高图形绘制速度,是一种简单且有效的LOD自动生成算法。 相似文献
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15.
在计算机图形学中,经常采用网格模型进行几何物体的描述,而网格模型的大数据量成为实时绘制的瓶颈,因此,必须对网格模型进行简化。目前的简化算法,主要是以网格模型几何误差的最小化为准则,而忽略了模型的视觉特征,为此提出了一种基于法矢量的模型简化算法,其简化准则是视觉特征的最优化。首先获取多边形顶点的平均法矢量,然后依据该法矢量确定简化门限。实验结果表明,当地景模型简化至95.4%时,仍然保持了令人满意的图象质量。该算法能够在保证高度真实感视觉效果的前提下,实现模型较大幅度的简化。 相似文献
16.
基于参数空间的混合多分辨率绘制 总被引:2,自引:0,他引:2
根据点和多边形在表示和绘制物体上各自不同的特点,提出了一种有效绘制细节高度复杂物体的多分辨率方法.3D表面被映射到参数平面,经规则采样成为几何图像,P-Quadtrees是基于几何图像建立的四叉树多分辨率层次结构.通过对四叉树的遍历,面向视点的表面用较大多边形面片绘制,光照细节通过法向映射完成;轮廓部分通过视点相关的LOD(level of detail)控制进行细化,使用点来绘制物体复杂精细的轮廓.通过此方法,细节复杂模型的绘制不仅可以被硬件加速,而且无论在表面还是在轮廓部分都能获得很好的视觉效果. 相似文献
17.
遮挡裁剪和应用层次细节模型是两种有效的三维复杂场景渲染加速算法,为了快速地进行三维复杂场景的渲染,提出了一种结合层次细节模型与遮挡裁剪技术的算法框架,该算法首先在预处理阶段,将场景划分成不同空间层次结构;然后在运行时刻,对较高的空间层次,可应用遮挡裁剪技术判别场景的可见性,并裁剪掉不可见场景部分,而在局部的较低层次上,则应用网格简化方法来选择适当的模型层次细节,实验结果显示,该算法取得了较好的加速性能。 相似文献
18.
大型网格模型简化和多分辨率技术综述 总被引:3,自引:0,他引:3
网格简化和多分辨率绘制是2种对于提高绘制性能非常有效的技术,但对于大型网格模型,这2种技术的设计和实现本身也存在诸多难点.文中综述了大型网格模型简化和多分辨率技术的研究进展,首先分析和比较基于网格分割、基于外存数据结构和基于流式策略的大型网格模型简化方法,然后介绍和比较大型网格模型多分辨率表示的设计、构建和绘制技术.最后总结并展望了该研究领域的发展趋势. 相似文献
19.
Controlled topology simplification 总被引:3,自引:0,他引:3
Taosong He Lichan Hong Varshney A. Wang S.W. 《IEEE transactions on visualization and computer graphics》1996,2(2):171-184
We present a simple, robust, and practical method for object simplification for applications where gradual elimination of high frequency details is desired. This is accomplished by converting an object into multi resolution volume rasters using a controlled filtering and sampling technique. A multiresolution triangle mesh hierarchy can then be generated by applying the Marching Cubes algorithm. We further propose an adaptive surface generation algorithm to reduce the number of triangles generated by the standard Marching Cubes. Our method simplifies the topology of objects in a controlled fashion. In addition, at each level of detail, multilayered meshes can be used for an efficient antialiased rendering 相似文献
20.
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new method on view-dependent refinement of multiresolution meshes by using the computation power of modern programmable graphics hardware (GPU). Two rendering passes using this method are included. During the first pass, the level of detail selection is performed in the fragment shaders. The resultant buffer from the first pass is taken as the input texture to the second rendering pass by vertex texturing, and then the node culling and triangulation can be performed in the vertex shaders. Our approach can generate adaptive meshes in real-time, and can be fully implemented on GPU. The method improves the efficiency of mesh simplification, and significantly alleviates the computing load on CPU. 相似文献