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Multiresolution and fast decompression for optimal web-based rendering

机译:多分辨率和快速解压缩以实现基于Web的最佳渲染

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摘要

Limited bandwidth is a strong constraint when efficient transmission of 3D data to Web clients and mobile applications is needed. In this paper we present a novel multi-resolution WebGL based rendering algorithm which combines progressive loading, view-dependent resolution and mesh compression, providing high frame rates and a decoding speed of million of triangles per second in JavaScript. The method is parallelizable and scalable to very large models. The algorithm is based on the local multi-resolution approaches provided by the community, but ad-hoc solutions had to be studied and implemented to provide adequate performances. In particular, a compression mechanism that reached very high compression rate without impact on rendering performance was implemented. Moreover, the data partition strategy was modified in order to be able to load different types of data (i.e. point clouds) and better adapt to the potentials and limitations of web-based rendering.
机译:当需要将3D数据有效传输到Web客户端和移动应用程序时,有限的带宽是一个强大的约束。在本文中,我们提出了一种新颖的基于WebGL的多分辨率渲染算法,该算法结合了渐进式加载,与视图相关的分辨率和网格压缩,可提供高帧速率和JavaScript中每秒数百万个三角形的解码速度。该方法可并行化,并且可扩展到非常大的模型。该算法基于社区提供的局部多分辨率方法,但是必须研究和实施临时解决方案以提供足够的性能。特别地,实现了在不影响渲染性能的情况下达到非常高的压缩率的压缩机制。此外,修改了数据分区策略,以便能够加载不同类型的数据(即点云),并更好地适应基于Web的呈现的潜力和局限性。

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