{"title":"基于web3d的大型地下场景在线演练","authors":"Xiaojun Liu, Ning Xie, Jinyuan Jia","doi":"10.1109/DS-RT.2015.30","DOIUrl":null,"url":null,"abstract":"Large-scale scenes' processing has become the major trend today. We mainly address the online walkthrough of Large-scale underground (UG) scenes in this paper. Taking into account the characteristics of UG scene, we first propose a lightweight preprocessing to optimize the raw UG scene and unify the raw data with scene, sub-scene and simple model. Then we generate a three-layered grid structure for organizing the scene to facilitate the visibility culling and data accessing. Finally, we design two scene management strategies, named SOI-Exterior Shell and Portal-Interior Shell, and integrate our methods in an experimental prototype. The experimental result shows that our method can remove a large amount of redundancies from the raw data, reduce resource consumption greatly and make it possible to walkthrough in large-scale UG scenes online without any web browsers plugins.","PeriodicalId":207275,"journal":{"name":"2015 IEEE/ACM 19th International Symposium on Distributed Simulation and Real Time Applications (DS-RT)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Web3D-Based Online Walkthrough of Large-Scale Underground Scenes\",\"authors\":\"Xiaojun Liu, Ning Xie, Jinyuan Jia\",\"doi\":\"10.1109/DS-RT.2015.30\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Large-scale scenes' processing has become the major trend today. We mainly address the online walkthrough of Large-scale underground (UG) scenes in this paper. Taking into account the characteristics of UG scene, we first propose a lightweight preprocessing to optimize the raw UG scene and unify the raw data with scene, sub-scene and simple model. Then we generate a three-layered grid structure for organizing the scene to facilitate the visibility culling and data accessing. Finally, we design two scene management strategies, named SOI-Exterior Shell and Portal-Interior Shell, and integrate our methods in an experimental prototype. The experimental result shows that our method can remove a large amount of redundancies from the raw data, reduce resource consumption greatly and make it possible to walkthrough in large-scale UG scenes online without any web browsers plugins.\",\"PeriodicalId\":207275,\"journal\":{\"name\":\"2015 IEEE/ACM 19th International Symposium on Distributed Simulation and Real Time Applications (DS-RT)\",\"volume\":\"63 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-10-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 IEEE/ACM 19th International Symposium on Distributed Simulation and Real Time Applications (DS-RT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/DS-RT.2015.30\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 IEEE/ACM 19th International Symposium on Distributed Simulation and Real Time Applications (DS-RT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/DS-RT.2015.30","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Web3D-Based Online Walkthrough of Large-Scale Underground Scenes
Large-scale scenes' processing has become the major trend today. We mainly address the online walkthrough of Large-scale underground (UG) scenes in this paper. Taking into account the characteristics of UG scene, we first propose a lightweight preprocessing to optimize the raw UG scene and unify the raw data with scene, sub-scene and simple model. Then we generate a three-layered grid structure for organizing the scene to facilitate the visibility culling and data accessing. Finally, we design two scene management strategies, named SOI-Exterior Shell and Portal-Interior Shell, and integrate our methods in an experimental prototype. The experimental result shows that our method can remove a large amount of redundancies from the raw data, reduce resource consumption greatly and make it possible to walkthrough in large-scale UG scenes online without any web browsers plugins.