Textured voxels based method for display speed up

Pierre Tellier, Samy Baroud
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Abstract

We present a novel method for the simplification of three-dimensional objects in order to optimise display. This is an incremental method with a specific feature: the processed scenes are simultaneously shown with two degrees of detail - precise and coarse. This allows for the creation of different types of simplification and adapts the geometrical and photometrical representation of the objects and scenes to precision and speed requirements. Voxels and textures are used in this method and it works with all kinds of object modelling. This method is based on the idea that in order to effectively reduce the volume of information to be processed while providing accurate rendering and fast display, we have to concentrate on the less visible pans of objects.
基于纹理体素的显示加速方法
我们提出了一种新的三维物体简化方法,以优化显示。这是一种具有特定特征的增量方法:处理后的场景同时显示两个细节度-精确和粗糙。这允许创建不同类型的简化,并适应物体和场景的几何和光度表示,以满足精度和速度要求。在这种方法中使用体素和纹理,它适用于各种对象建模。这种方法是基于这样的想法:为了有效地减少需要处理的信息量,同时提供准确的渲染和快速的显示,我们必须专注于不太可见的物体。
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