Fast view-dependent level-of-detail rendering using cached geometry

Joshua Levenberg
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引用次数: 150

Abstract

Level-of-detail rendering is essential for rendering very large, detailed worlds in real-time. Unfortunately, level-of-detail computations can be expensive, creating a bottleneck at the CPU. This paper presents the CABTT algorithm, an extension to existing binary-triangle-tree-based level-of-detail algorithms. Instead of manipulating triangles, the CABTT algorithm instead operates on clusters of geometry called aggregate triangles. This reduces CPU overhead, eliminating a bottleneck common to level-of-detail algorithms. Since aggregate triangles stay fixed over several frames, they may be cached on the video card. This further reduces CPU load and fully utilizes the hardware accelerated rendering pipeline on modern video cards. These improvements result in a fourfold increase in frame rate over ROAM at high detail levels. Our implementation renders an approximation of an 8 million triangle height field at 42 frames per second with an maximum error of 1 pixel on consumer hardware.
使用缓存的几何图形快速渲染依赖于视图的细节级别
细节级渲染对于实时渲染非常大、非常详细的世界是必不可少的。不幸的是,细节级计算可能非常昂贵,从而在CPU上造成瓶颈。本文提出了CABTT算法,它是现有的基于二叉三角形树的细节层次算法的扩展。CABTT算法不是操作三角形,而是操作称为聚合三角形的几何集群。这减少了CPU开销,消除了细节级算法常见的瓶颈。由于聚合三角形在几帧内保持固定,因此它们可能被缓存在视频卡上。这进一步降低了CPU负载,并充分利用了现代视频卡上的硬件加速渲染管道。这些改进导致在高细节水平上的帧率比ROAM提高了四倍。我们的实现以每秒42帧的速度渲染近似800万三角形高度的字段,在消费者硬件上的最大误差为1像素。
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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