基于虚拟注意力的地形渲染

Zheng Peng, Yu Lin, Gang Yu
{"title":"基于虚拟注意力的地形渲染","authors":"Zheng Peng, Yu Lin, Gang Yu","doi":"10.1109/ICCET.2010.5485589","DOIUrl":null,"url":null,"abstract":"In this paper we present a novel method for terrain rendering which is based on visual attention. Our method first statically subdivides the terrain into some rectangular patches that is dynamically subdivided into some rectangular tiles at runtime. Finally, the tiles are used to construct mesh based on visual attention. Because we calculate the levels of detail of each tile's edges and the adjacent tiles share a same edge, the resulted mesh does not include any cracks naturally. Dynamically subdivision can balance the number of calling API and the complexity of geometry to improve the efficiency of rendering. Visual attention not only makes the render quality is better, but also stabilize the frame rate and eliminate the visual bound. Our approach achieves terrain rendering at a high stable frame rate.","PeriodicalId":271757,"journal":{"name":"2010 2nd International Conference on Computer Engineering and Technology","volume":"48 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Terrain rendering based on virtual attention\",\"authors\":\"Zheng Peng, Yu Lin, Gang Yu\",\"doi\":\"10.1109/ICCET.2010.5485589\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we present a novel method for terrain rendering which is based on visual attention. Our method first statically subdivides the terrain into some rectangular patches that is dynamically subdivided into some rectangular tiles at runtime. Finally, the tiles are used to construct mesh based on visual attention. Because we calculate the levels of detail of each tile's edges and the adjacent tiles share a same edge, the resulted mesh does not include any cracks naturally. Dynamically subdivision can balance the number of calling API and the complexity of geometry to improve the efficiency of rendering. Visual attention not only makes the render quality is better, but also stabilize the frame rate and eliminate the visual bound. Our approach achieves terrain rendering at a high stable frame rate.\",\"PeriodicalId\":271757,\"journal\":{\"name\":\"2010 2nd International Conference on Computer Engineering and Technology\",\"volume\":\"48 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-06-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 2nd International Conference on Computer Engineering and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICCET.2010.5485589\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 2nd International Conference on Computer Engineering and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCET.2010.5485589","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本文提出了一种基于视觉注意的地形绘制方法。我们的方法首先静态地将地形细分为一些矩形块,这些矩形块在运行时动态地细分为一些矩形块。最后,基于视觉注意力,利用贴图构建网格。因为我们计算了每个瓷砖边缘的细节水平,并且相邻的瓷砖共享相同的边缘,所以生成的网格自然不包括任何裂缝。动态细分可以平衡调用API的数量和几何图形的复杂性,提高渲染效率。视觉关注不仅使渲染质量更好,而且稳定帧率,消除视觉束缚。我们的方法实现了高稳定帧率的地形渲染。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Terrain rendering based on virtual attention
In this paper we present a novel method for terrain rendering which is based on visual attention. Our method first statically subdivides the terrain into some rectangular patches that is dynamically subdivided into some rectangular tiles at runtime. Finally, the tiles are used to construct mesh based on visual attention. Because we calculate the levels of detail of each tile's edges and the adjacent tiles share a same edge, the resulted mesh does not include any cracks naturally. Dynamically subdivision can balance the number of calling API and the complexity of geometry to improve the efficiency of rendering. Visual attention not only makes the render quality is better, but also stabilize the frame rate and eliminate the visual bound. Our approach achieves terrain rendering at a high stable frame rate.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信