期刊文献+

PC集群驱动的大规模室外场景并行绘制技术研究

Research on Parallel Rendering Technique for Large-scale Outdoor Scene Driven by PC Cluster
下载PDF
导出
摘要 针对大规模室外场景视域范围广,数据量大的特点,在分析比较两种并行绘制体系结构的基础上,提出采用master-slave并行绘制体系结构进行实时绘制。同时引入了LOD技术,基于VTree平台构建了虚拟校园漫游系统,并在多通道投影显示系统上对上述方法进行了验证,试验结果表明该方法能显著提高系统的实时绘制性能,且场景搭建快速简单,具有良好的应用价值。 Large-scale outdoor scene are pantoscopic and with great magnitude of datum, on the basis of comparing two different type of paralleling rendering architecture, we proposed to use the master-slave based parallel rendering architecture for real-time rendering. Based on VTree platform, by introducing the LOD technique, developed a virtual campus roaming system, then validated the method proposed in this paper on the multiple projectors display system. Experimental restdts indicate that the method enhanced the real-time rendering performance notably, and the system constructed easily, is effective and valuable in large-scale scene simulation.
出处 《机电产品开发与创新》 2008年第1期1-3,共3页 Development & Innovation of Machinery & Electrical Products
基金 北京市自然科学基金资助项目(3062014) 教育部新世纪优秀人才支持计划资助(NCET-05-0115)
关键词 虚拟现实 虚拟漫游场景 并行绘制 LOD模型 virtual reality virtual scene roaming parallel rendering LOD model
  • 相关文献

参考文献5

二级参考文献34

  • 1刘学慧,吴恩华.虚拟现实的图形生成技术[J].中国图象图形学报(A辑),1997,2(4):205-212. 被引量:47
  • 2[1] Garland M, Heckbert P. Surface simplification using quadric error metrics[A]. Whitted T. Proceedings of SIGGRAPH 97, Computer Graphics Proceedings, Annual Conference Series[C]. Los Angeles: Addison Wesley,1997.209-216.
  • 3[2] Lindstrom P, Turk G. Fast and memory efficient polygonal simplification[A]. Ebert D, Hagen H, Rushmeier H. IEEE Visualization ′98[C]. North Carolina: IEEE,1998.279-286.
  • 4[3] Erikson C, Manocha D. GAPS: General and automatic polygonal simplification[A]. Hodgins J, Foley J. 1999 ACM Symposium on Interactive 3D Graphics[C]. Atlanta: ACM,1999.79-88.
  • 5[4] Hoppe H. New quadric metric for simplifying meshes with appearance attibutes[A]. Ebert D, Gross M, Hamann B. IEEE Visualization ′99[C]. San Francisco: IEEE,1999.59-66.
  • 6[5] Hoppe H. Progressive meshes[A]. Rushmeier H. Proceedings of SIGGRAPH 96, Computer Graphics Proceedings, Annual Conference Series[C]. New Orleans: Addison Wesley, 1996.99-108.
  • 7[6] Guéziec A. Locally toleranced surface simplification[J] . IEEE Transactions on Visualization and Computer Graphics, 1999,5(2):168-189.
  • 8[7] Heckbert P, Garland M. Optimal triangulation and quadric-based surface simplification[J].Journal of Computational Geometry: Theory and Applications, 1999,14(1-3):49-65.
  • 9[8] Klein R, Liebich G, Straβer W. Mesh reduction with error control[A]. Yagel R, Nielson G. IEEE Visualization ′96[C]. San Francisco: IEEE,1996.311-318.
  • 10[9] Markosian L, Cohen J, Crulli T, et al. Skin: a constructive approach to modeling free-form shapes[A]. Rockwood A. Proceedings of SIGGRAPH 99, Computer Graphics Proceedings, Annual Conference Series[C]. Los Angeles: Addison Wesley Longman, 1999.393-400.

共引文献40

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部