Spherical Visibility Sampling

Spherical Visibility Sampling
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球面可见度采样

DOI:
10.1111/cgf.12150
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发表时间:
2013
影响因子:
2.5
通讯作者:
Friedhelm Meyer auf der Heide
Friedhelm Meyer auf der Heide
中科院分区:
计算机科学4区
文献类型:
--
作者:
Benjamin Eikel;Claudius Jähn;Matthias Fischer;Friedhelm Meyer auf der Heide

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许多 3D 场景(例如从 CAD 数据生成)由多个相互嵌套的对象组成。例如,陈列室可能包含多辆汽车,每辆汽车都有一个变速箱,变速箱内有许多齿轮。由于这些物体相互遮挡,因此从外部只能看到很少的物体。我们提出了一种新技术,球面可见性采样 (SVS),用于实时 3D 渲染此类(可能非常复杂)的场景。 SVS 在预处理步骤中利用遮挡并使用方向可见性信息来注释分层结构对象。对于不同的方向,方向可见性对场景区域的哪些对象从区域的封闭边界球的外部可见进行编码。由于不需要像大多数基于预处理可见性的技术那样存储单独的视图空间细分,因此实现了较小的内存占用。使用交互式演练的方向可见性信息,可以非常有效地检索潜在可见的对象,而无需进一步的可见性测试。我们的评估表明,使用 SVS 可以快速预处理复杂的 3D 场景并实时可视化它们(例如,一个发电厂模型和五个具有数十亿个三角形的动画波音 777 模型)。由于SVS在渲染过程中不需要硬件支持遮挡剔除,因此它甚至适用于在移动设备上渲染大型场景。
Many 3D scenes (e.g. generated from CAD data) are composed of a multitude of objects that are nested in each other. A showroom, for instance, may contain multiple cars and every car has a gearbox with many gearwheels located inside. Because the objects occlude each other, only few are visible from outside. We present a new technique, Spherical Visibility Sampling (SVS), for real‐time 3D rendering of such – possibly highly complex – scenes. SVS exploits the occlusion and annotates hierarchically structured objects with directional visibility information in a preprocessing step. For different directions, the directional visibility encodes which objects of a scene's region are visible from the outside of the regions' enclosing bounding sphere. Since there is no need to store a separate view space subdivision as in most techniques based on preprocessed visibility, a small memory footprint is achieved. Using the directional visibility information for an interactive walkthrough, the potentially visible objects can be retrieved very efficiently without the need for further visibility tests. Our evaluation shows that using SVS allows to preprocess complex 3D scenes fast and to visualize them in real time (e.g. a Power Plant model and five animated Boeing 777 models with billions of triangles). Because SVS does not require hardware support for occlusion culling during rendering, it is even applicable for rendering large scenes on mobile devices.
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