visibility culling
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2019 ◽  
Vol 2019 ◽  
pp. 1-15
Author(s):  
Yangzi Dong ◽  
Chao Peng

Achieving the efficient rendering of a large animated crowd with realistic visual appearance is a challenging task when players interact with a complex game scene. We present a real-time crowd rendering system that efficiently manages multiple types of character data on the GPU and integrates seamlessly with level-of-detail and visibility culling techniques. The character data, including vertices, triangles, vertex normals, texture coordinates, skeletons, and skinning weights, are stored as either buffer objects or textures in accordance with their access requirements at the rendering stage. Our system preserves the view-dependent visual appearance of individual character instances in the crowd and is executed with a fine-grained parallelization scheme. We compare our approach with the existing crowd rendering techniques. The experimental results show that our approach achieves better rendering performance and visual quality. Our approach is able to render a large crowd composed of tens of thousands of animated instances in real time by managing each type of character data in a single buffer object.


2018 ◽  
Author(s):  
Yvens R. Serpa ◽  
Mária Andréia F. Rodrigues

Graphics applications with visual quality and increasing levels of interactivity have been of fundamental interest. Within this context, visibility culling algorithms restrict the processing to the objects actually visible by the observer, speeding up the scene visualization. However, state-of-the-art solutions still require a high computational cost, do not scale in complex scenarios and are limited in generalization. In contrast, this work presents RHView, an innovative generic solution for static and dynamics scenes, which is based on a replicated space-partitioning structure and heuristics. RHView uses novel heuristics for rendering time estimation and balance between processing cost and triangle removal accuracy, while maintaining interactive frame rates, even in scenes with billions of triangles. It is the only solution currently available to reduce draw calls, one of the factors that have the greatest impact on graphics processing. Systematic tests have shown that RHView can be up to 2.8 times faster than the state-of-the-art algorithms.


2014 ◽  
Vol 687-691 ◽  
pp. 1258-1261
Author(s):  
Jing Sun ◽  
Hong Tao Wang

With the development of computer graphics, real-time rendering-based VF: technology has been applied in more and more fields. LOD is the key technology in large-scale terrain rendering. In this paper, the basic concept of LOD is introduced briefly and some algorithms of LOD in use are mentioned and analyzed; secondly as one of algorithms of LOD, View-Dependent Progressive Mesh algorithm is studied and improved, the result of implementing the large-scale terrain’s LOD by using VDPM is presented. There are key technologies in LOD Large-scale terrain real-time rendering are researched. Relative technologies are presented such as: LOD of the terrain, visibility culling, and cracks eliminate, view-dependent refine, LOD error, technologies of texture etc. Using LOD technology, VR system can greatly reduce the; number of polygons produced in real-time rendering procedure. Finally, we do experimental design work based on the methods and techniques presented by this paper.


2010 ◽  
Vol 19 (6) ◽  
pp. 557-568 ◽  
Author(s):  
Burak Çiflikli ◽  
Uğur Güdükbay

Flight simulator systems generally use a separate image-generator component. The host is responsible for the positional data updates of the entities and the image generator is responsible for the rendering process. In such systems, the sense of presence is decreased by model flickering. This study presents a method by which the host can minimize model flickering in the image-generator output. The method is based on preexisting algorithms, such as visibility culling and level of detail management of 3D models. The flickering is minimized for the visually important entities at the expense of increasing the flickering of the entities that are out of the user's focus using a new perception-based approach. It is shown through user studies that the new proposed approach increases the participants' sense of presence.


2009 ◽  
Vol 28 (4) ◽  
pp. 1237-1246 ◽  
Author(s):  
Anish Chandak ◽  
Lakulish Antani ◽  
Micah Taylor ◽  
Dinesh Manocha

2006 ◽  
Vol 55 (8) ◽  
pp. 1024-1032 ◽  
Author(s):  
Moon-Hee Choi ◽  
Woo-Chan Park ◽  
F. Neelamkavil ◽  
Tack-Don Han ◽  
Shin-Dug Kim

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