With increasing demands of virtual reality(VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the l...With increasing demands of virtual reality(VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z^2 traversal order. In tile-based mobile GPU architectures,a tile traversal order that maximizes spatial locality can increase GPU cache efficiency. For VR applications, our approach improves upon the traditional Z order curve.We render corresponding screen tiles in left and right views in turn, or simultaneously, and as a result, we can exploit spatial adjacency of the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. Our experimental results show that Z^2 traversal order can reduce external memory bandwidth requirements and increase rendering performance.展开更多
This study proposes a virtual globe-based vector data model named the quaternary quadrangle vector tile model(QQVTM)in order to better manage,visualize,and analyze massive amounts of global multi-scale vector data.The...This study proposes a virtual globe-based vector data model named the quaternary quadrangle vector tile model(QQVTM)in order to better manage,visualize,and analyze massive amounts of global multi-scale vector data.The model integrates the quaternary quadrangle mesh(a discrete global grid system)and global image,terrain,and vector data.A QQVTM-based organization method is presented to organize global multi-scale vector data,including linear and polygonal vector data.In addition,tilebased reconstruction algorithms are designed to search and stitch the vector fragments scattered in tiles to reconstruct and store the entire vector geometries to support vector query and 3D analysis of global datasets.These organized vector data are in turn visualized and queried using a geometry-based approach.Our experimental results demonstrate that the QQVTM can satisfy the requirements for global vector data organization,visualization,and querying.Moreover,the QQVTM performs better than unorganized 2D vectors regarding rendering efficiency and better than the latitude–longitude-based approach regarding data redundancy.展开更多
文摘With increasing demands of virtual reality(VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z^2 traversal order. In tile-based mobile GPU architectures,a tile traversal order that maximizes spatial locality can increase GPU cache efficiency. For VR applications, our approach improves upon the traditional Z order curve.We render corresponding screen tiles in left and right views in turn, or simultaneously, and as a result, we can exploit spatial adjacency of the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. Our experimental results show that Z^2 traversal order can reduce external memory bandwidth requirements and increase rendering performance.
基金the National Natural Science Foundation of China[grant number 41171314],[grant number 41023001]the Fundamental Research Funds for the Central Universities[grant number 2014619020203].Comments from the anonymous reviewers and editor are appreciated.
文摘This study proposes a virtual globe-based vector data model named the quaternary quadrangle vector tile model(QQVTM)in order to better manage,visualize,and analyze massive amounts of global multi-scale vector data.The model integrates the quaternary quadrangle mesh(a discrete global grid system)and global image,terrain,and vector data.A QQVTM-based organization method is presented to organize global multi-scale vector data,including linear and polygonal vector data.In addition,tilebased reconstruction algorithms are designed to search and stitch the vector fragments scattered in tiles to reconstruct and store the entire vector geometries to support vector query and 3D analysis of global datasets.These organized vector data are in turn visualized and queried using a geometry-based approach.Our experimental results demonstrate that the QQVTM can satisfy the requirements for global vector data organization,visualization,and querying.Moreover,the QQVTM performs better than unorganized 2D vectors regarding rendering efficiency and better than the latitude–longitude-based approach regarding data redundancy.