摘要
大规模场景图形应用和交互系统常常需要同时处理大量的场景对象。虽然场景结构对每帧的显示速度有很大的影响,但近几年来的研究和关注的重点已不是场景对象的组织结构,而主要集中在诸如物体表面的简化以及每个对象的表示等一致性特征上。场景中的物体几何信息的一致性十分易于理解,文中提出一个基于这些几何信息的分析方法以提升特定场景的显示效率。这个方法主要是将场景组织成层级结构。还提出了这个方法的许多变化形式,其中有些仅使用场景对象的几何信息,有些利用了场景固有的几何性质,而有些则同时使用了这些信息。最后还展示了一些统计信息,以证实文中的方法对图形交互应用效能的提升。
Graphical applications and interactive systems, especially applied in large scene simulation, are often required to display large quantities of objects synchronously. But not much attention has been focused on the organization of the scene structure which plays an important role in determining the speed of displaying the whole scene each frame respec tively while much has been spent on surface simplification and other coherency within each object' s representation. Though the coherency within the scene is so simple to understand, this thesis will still present some also simple methodology which can be used to factually improve the efficiency in displaying the customized scene via applying geometric data analysis or related method. We presented a new method for representing a hierarchy of scene objects which partitions the scene into groups of objects termed as clouds of objects. The method has several variants, some of which applies only geometric data analysis, some of which just applies scene' s inherent geometrical property and others which applies both. Finally, we presented some statistics information to verify improvement by applying our method in graphical interactive systems.
出处
《计算机科学》
CSCD
北大核心
2013年第11A期296-300,共5页
Computer Science