One of the problems in virtual globes technologies is the real-time representation of vegetal species.In forest or garden representations,the low detailed plants produce a lack of realism.Efficient techniques are requ...One of the problems in virtual globes technologies is the real-time representation of vegetal species.In forest or garden representations,the low detailed plants produce a lack of realism.Efficient techniques are required to achieve accurate interactive visualisation due to the great number of polygons the vegetal species have.This article presents a multi-resolution model based on a geometric representation of vegetal species that allows the application to perform the progressive transmission of the model,that is,the transmission of a simple representation followed by successive refinements of it.It has a hardware-oriented design in order to obtain interactive frame rates.The geometric data of the objects are stored in the graphics processing unit and,moreover,the change from one approximation to another is obtained by performing mathematical calcula-tions in this graphics hardware.The multi-resolution model presented here enables instancing:as many vegetal species as desired can be rendered with different levels of detail,while all of them are accessing the same geometric data.This model has been used to build a real-time representation of a not imaginary scenario.展开更多
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
基金This work was supported by the Spanish Ministry of Science and Technology(Project TIN2010-21089-C03-03)Feder Funds and Generalitat Valenciana(Project PROMETEO/2010/028).
文摘One of the problems in virtual globes technologies is the real-time representation of vegetal species.In forest or garden representations,the low detailed plants produce a lack of realism.Efficient techniques are required to achieve accurate interactive visualisation due to the great number of polygons the vegetal species have.This article presents a multi-resolution model based on a geometric representation of vegetal species that allows the application to perform the progressive transmission of the model,that is,the transmission of a simple representation followed by successive refinements of it.It has a hardware-oriented design in order to obtain interactive frame rates.The geometric data of the objects are stored in the graphics processing unit and,moreover,the change from one approximation to another is obtained by performing mathematical calcula-tions in this graphics hardware.The multi-resolution model presented here enables instancing:as many vegetal species as desired can be rendered with different levels of detail,while all of them are accessing the same geometric data.This model has been used to build a real-time representation of a not imaginary scenario.
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.