View-Dependent Out-of-Core Rendering of Large-Scale Virtual Environments with Continuous Hierarchical Levels of Detail

Hongmin Chen, Shouyi Zhan, Yu Gao, Wei Zhang
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引用次数: 1

Abstract

We present a new method for view-dependent out-of-core rendering of large-scale virtual environments at interactive rates. We represent the model using a scene graph hierarchy and construct continuous hierarchical levels of detail (CHLOD) for each hierarchical node. The CHLOD of a node is computed by a view-dependent simplification method which can support topological structure modification. At run-time, the hierarchy is used for coarse global refinement, and the CHLODs are used for fine local refinement. We have implemented our method on a common PC with standard graphics hardware. Experimental results show that the system can perform interactive rendering of large-scale virtual environments with fine image quality and minimal popping artifacts.
具有连续层次细节的大规模虚拟环境的依赖于视图的核外渲染
提出了一种以交互速率对大规模虚拟环境进行依赖于视图的核外渲染的新方法。我们使用场景图层次来表示模型,并为每个层次节点构建连续的细节层次(CHLOD)。节点的CHLOD采用一种支持拓扑结构修改的视图相关简化方法计算。在运行时,层次结构用于粗略的全局细化,而chloe用于精细的局部细化。我们已经在具有标准图形硬件的普通PC上实现了我们的方法。实验结果表明,该系统能够以良好的图像质量和最小的弹出伪影进行大规模虚拟环境的交互式渲染。
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