|
Real-time Rendering of Large-Scale Complex Virtual Environments (SUN Hanqiu)
Scenes have become more and more complex and difficult to render at
interactive rates. As a result, many algorithms have been
developed to simplify scenes to meet this requirement. These are:
visibility culling, level-of-detail and image-based rendering.
The visibility-culling algorithms do not work well when a great number
of primitives are still visible from current viewpoint.
Level-of-detail (LOD) algorithms cannot easily simplify scenes with a
large number of visible objects. Image-based rendering algorithms
require a vast amount of storage and cannot deal with dynamic
scenes. We attempt to develop a new approach to render complex
scenes at interactive rates by combining the above three techniques. We
need to develop new methods to meet the requirements:
develop an efficient partition scheme;
determine the criteria of replacing the primitives with texture;
reconstruct at 3D hierarchical model from the texture;
develop a forecasting technique to exploit temporal coherence.
|