A network architecture for remote rendering

Gerd Hesina, D. Schmalstieg
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引用次数: 66

Abstract

Internet-based virtual environments (VEs) let users explore multiple virtual worlds with many different geometric models, which are downloaded rather than pre-distributed. To avoid long download times, we have developed a method that optimally utilizes network bandwidth by downloading only the exact portion of geometry that is necessary for rendering. The solution is based on progressive geometry data structures (smooth levels of detail) and on selective downloading.
用于远程呈现的网络体系结构
基于互联网的虚拟环境(ve)允许用户探索具有许多不同几何模型的多个虚拟世界,这些模型是下载而不是预先分发的。为了避免长时间的下载,我们开发了一种方法,通过只下载渲染所需的几何图形的确切部分来最佳地利用网络带宽。该解决方案基于渐进式几何数据结构(平滑的细节层次)和选择性下载。
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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