Combining polygonal and subdivision surface approaches to modeling urban environments

A. M. Day, D. Arnold, Sven Havemann, D. Fellner
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引用次数: 2

Abstract

The economic production and the interactive rendering of complete reconstructions of populated urban environments are technically difficult tasks. Specialized modelling tools, which exploit knowledge of the types of object being modelled by working in the application domain, can be used to create appealing virtual reconstructions quickly. At the same time, the structural information from the modeller gives valuable hints to the renderer to determine efficient interactive display strategies through the use of level-of-detail and culling techniques. Thus a modeller that knows the operator is creating houses can use this information to simplify the user interaction, guide the operator, and to create models that build in optimisations when attempting real-time rendering. In this paper we discuss the way in which polygonal and multi-resolution surface techniques can complement one another in the modelling of urban environments. We also draw more general conclusions which apply to other software systems that share the same objective.
结合多边形和细分曲面方法建模城市环境
经济生产和人口密集的城市环境的完整重建的交互式渲染是技术上困难的任务。专门的建模工具通过在应用程序领域中工作来利用被建模对象类型的知识,可用于快速创建吸引人的虚拟重建。同时,从建模器的结构信息提供了有价值的提示,以确定有效的交互式显示策略,通过使用细节水平和剔除技术。因此,知道操作员正在创建房屋的建模师可以使用这些信息来简化用户交互,指导操作员,并创建在尝试实时渲染时构建优化的模型。在本文中,我们讨论了多边形和多分辨率表面技术在城市环境建模中相互补充的方式。我们还得出了更多适用于具有相同目标的其他软件系统的一般性结论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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