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Hardware-Oriented Visualisation of Trees

机译:面向硬件的树的可视化

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Real-time rendering of vegetation is currently a problem in need of a solution. The large number of polygons that form this kind of objects means that current hardware cannot achieve interactive rendering of outdoor scenes. This paper deals with the problem and it presents a multiresolution scheme that allows us to represent the whole geometry of the trees using both uniform and variable levels of detail. The method presented here models the trees using two multiresolution models. This is due to the different characteristics of the geometry that forms them. The trunk is modelled by LodStrips, a model oriented towards representing continuous meshes, and the foliage is modelled by the multiresolution model Level of Detail Foliage, presented in a previous work. In this paper, it has been efficiently implemented and extended to allow us to change the level of detail in a variable way, by adapting the resolution of this part of the tree to certain criteria determined by the application. Both of them have been designed to be hardware-oriented. They take advantage of the graphics hardware by adapting the data structures and the rendering algorithms to make the visualisation time efficient. Finally, the multiresolution scheme presented in this paper is compared with the only work that has appeared up to now that uses the same technique.
机译:植被的实时渲染目前是需要解决的问题。形成此类对象的大量多边形意味着当前的硬件无法实现室外场景的交互式渲染。本文解决了这个问题,并提出了一种多分辨率方案,该方案使我们能够使用均匀和可变的细节级别来表示树木的整个几何形状。这里介绍的方法使用两个多分辨率模型对树进行建模。这是由于形成它们的几何形状的不同特性。树干由LodStrips建模,LodStrips是面向代表连续网格的模型,而叶子则由先前工作中介绍的多分辨率模型Level of Detail Foliage建模。在本文中,它已得到有效实施和扩展,以允许我们通过使树的这一部分的分辨率适应于应用程序确定的某些标准,以可变的方式更改细节级别。两者都被设计为面向硬件的。他们通过调整数据结构和渲染算法来利用图形硬件,从而使可视化时间高效。最后,将本文提出的多分辨率方案与迄今为止使用相同技术的唯一工作进行了比较。

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