一种用于移动设备的基于多分辨率对象空间点的渲染方法

Zhiying He, Xiaohui Liang
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引用次数: 8

摘要

移动设备的资源限制使得在本地提供实时、逼真的3D图形成为一项具有挑战性的任务。目前的研究主要集中在远程渲染和局部简单渲染两方面,前者交互性差,后者渲染质量差。针对这一挑战,本文提出了一种新的基于多分辨率目标空间点的移动设备局部渲染方法。该方法采用分层聚类的方法来建立边界体的层次结构,并采用曲率采样的方法来减少样本点的数量,给出了一种快速的LOD选择算法。然后使用与视图无关的对象空间表面喷溅作为渲染原语,可以提供良好的渲染质量。实验结果表明,该方法在移动设备上使用时间更短,呈现质量更好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A multiresolution object space point-based rendering approach for mobile devices
The limitation of resource on mobile devices makes providing real-time, realistic 3D graphics on local become a challenging task. Recent researches focus on remote rendering which is not good in interaction, and simple rendering on local which is not good in rendering quality. As for this challenge, this paper presents a new multiresolution object space point-based rendering approach for mobile devices local rendering. The approach use hierarchical clustering to create a hierarchy of bounding volumes, in addition, we use curvature sampling to reduce more amounts of sample points and give a rapid LOD selection algorithm. Then use view-independent object space surface splatting as the rendering primitives which can provide good rendering quality. Experiment results show that this approach uses less time and gets better rendering quality for mobile devices.
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