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COMPARISON OF TWO ACCELERATIONS FOR INTERACTIVE ANIMATION OF TREES

机译:树交互动画的两种方式的比较

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Thanks to the researches about modeling of trees, realistic tree models with textures can be semi-automatically created. On the other hand, the motion of trees according to the wind should be calculated to get more realistic presence in large animated forest scenes. If the number of primitives in a tree is large, per-frame dynamics calculation causes high computational costs, which prevents interactive rendering. In this paper, we propose two acceleration techniques for the speedup of tree animation and rendering. One is based on mainly using GPU, the other uses only CPU but with some LOD techniques. We also compare such two methods in several examples of trees and a forest scene.
机译:得益于对树木建模的研究,可以半自动创建具有纹理的逼真的树木模型。另一方面,应计算树木随风的运动,以在大型动画森林场景中获得更真实的存在。如果树中的图元数量很大,则每帧动态计算会导致较高的计算成本,从而阻止了交互式渲染。在本文中,我们提出了两种用于树动画和渲染加速的加速技术。一种基于主要使用GPU,另一种仅使用CPU但具有一些LOD技术。我们还在树木和森林场景的几个示例中比较了这两种方法。

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