优化了大型多边形数据集的视图相关渲染

Jihad El-Sana, Eitan Bachmant
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引用次数: 25

摘要

在本文中,我们提出了一种以视图依赖的方式呈现大型数据集的新方法。在典型的依赖于视图的渲染框架中,选择适当的细节级别并将其发送到图形硬件以在每个帧上进行渲染。在我们的方法中,我们已经成功地加快了细节级别的选择以及所选级别的渲染。通过不扫描对所选详细级别的增量更新没有贡献的活动节点,我们加快了适当详细级别的选择。我们的想法是基于在视图依赖树数据结构上施加空间细分,这允许空间树单元在实时渲染中进行细化和合并,以符合活动节点列表的变化。通过使用顶点数组来加速所选细节级别的渲染。为了克服所选细节级别的动态变化,我们使用多个小顶点数组,其大小取决于图形硬件的内存。这些多个顶点数组附加到空间树的活动单元,并表示这些单元的活动节点。这些顶点数组,在每一帧被发送到图形硬件,合并和分裂相对于空间树的单元格的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Optimized view-dependent rendering for large polygonal datasets
In this paper we are presenting a novel approach for rendering large datasets in a view-dependent manner. In a typical view-dependent rendering framework, an appropriate level of detail is selected and sent to the graphics hardware for rendering at each frame. In our approach, we have successfully managed to speed up the selection of the level of detail as well as the rendering of the selected levels. We have accelerated the selection of the appropriate level of detail by not scanning active nodes that do not contribute to the incremental update of the selected level of detail. Our idea is based on imposing a spatial subdivision over the view-dependence trees data-structure, which allows spatial tree cells to refine and merge in real-time rendering to comply with the changes in the active nodes list. The rendering of the selected level of detail is accelerated by using vertex arrays. To overcome the dynamic changes in the selected levels of detail we use multiple small vertex arrays whose sizes depend on the memory on the graphics hardware. These multiple vertex arrays are attached to the active cells of the spatial tree and represent the active nodes of these cells. These vertex arrays, which are sent to the graphics hardware at each frame, merge and split with respect to the changes in the cells of the spatial tree.
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