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A binocular parallel rendering method for VR globes 被引量:1

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摘要 The scene-rendering mechanism based on binocular vision is one of the key techniques for the VR globe to achieve immersion-type visualization of global 3D scenes.However,this special rendering mechanism also requires that the 3D scene is continuously drawn twice within one frame,which significantly affects the rendering efficiency of VR globes.Therefore,we propose a binocular parallel rendering method.This method first improves the current rendering process of VR globes by assigning the rendering tasks for the left and right camera of VR to be processed on different CPU cores,thereby achieving parallel rendering of binocular scenes.Second,due to the problem of inconsistent resolution of binocular scenes caused by different viewpoints for the left and right cameras,we propose a resolution synchronize algorithm.this algorithm conducts realtime synchronization on the resolution of scene in the rendering process and thus avoids the problem of erroneous binocular stereo matching.Finally,we validate the effectiveness of the method in this paper through experiments.The results of experiments indicate that while the method in this paper can ensure the consistency of binocular scene resolution,it can decrease the frame time of VR globes by approximately 27%on average.
出处 《International Journal of Digital Earth》 SCIE 2020年第9期998-1016,共19页 国际数字地球学报(英文)
基金 The Nature Science Foundation Innovation Group Project of Hubei Province,China[grant number 2016CFA003].
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