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Generating high-quality discrete LOD meshes for 3D computer games in linear time

机译:在线性时间内为3D电脑游戏生成高质量的离散LOD网格

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摘要

The real-time interactive 3D multimedia applications such as 3D computer games and virtual reality (VR) have become prominent multimedia applications in recent years. In these applications, both visual fidelity and degree of interactivity are usually crucial to the success or failure of employment. Although the visual fidelity can be increased using more polygons for representing an object, it takes a higher rendering cost and adversely affects the rendering efficiency. To balance between the visual quality and the rendering efficiency, a set of level-of-detail (LOD) meshes has to be generated in advance. In this paper, we propose a highly efficient polygonal mesh simplification algorithm that is capable of generating a set of high-quality discrete LOD meshes in linear run time. The new algorithm adopts memoryless vertex quadric computation, and suggests the use of constant size replacement selection min-heap, pipelined simplification, two-stage optimization, and a new hole-filling scheme, which enable it to generate very high-quality LOD meshes using relatively small amount of main memory space in linear runtime.
机译:近年来,诸如3D计算机游戏和虚拟现实(VR)的实时交互式3D多媒体应用程序已成为突出的多媒体应用程序。在这些应用中,视觉保真度和互动程度通常对于就业的成败至关重要。尽管可以使用更多的多边形来表示对象来提高视觉保真度,但是其花费较高的渲染成本,并且不利地影响渲染效率。为了在视觉质量和渲染效率之间取得平衡,必须提前生成一组详细程度(LOD)网格。在本文中,我们提出了一种高效的多边形网格简化算法,该算法能够在线性运行时生成一组高质量的离散LOD网格。新算法采用无记忆顶点二次计算,并建议使用最小堆的恒定大小替换选择,流水线化简化,两阶段优化和新的孔填充方案,从而使其能够使用以下方法生成非常高质量的LOD网格线性运行时中相对较少的主内存空间。

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