An efficient rendering using multiple static object buffers

Youngjae Chun, Kyoungsu Oh, Hyung-Il Choi
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Abstract

We introduce an efficient rendering technique using temporal coherence to make a 3D scene including complex but static 3D models. In order to render a realistic and complex 3D scene, we need to use huge amounts of polygon or complicate rendering algorithm. Almost computer graphics techniques have been researched to generate sophisticated image in real-time. Since consecutive image sequence has temporal coherence, a previous render result is a good resource to predict a current scene. We replace static objects with previous frames which are drawn for static objects. Fixed viewport allows us to reuse previous frames without any modification. However, sometime a static object becomes dynamic and we have to update previous frame. We reduced the update overhead by distributing static objects in several group. Our method generates static object buffers as many as the number of group and updates each buffer independently. As a result, we can present tens of millions of polygons in real-time.
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使用多个静态对象缓冲区的高效渲染
我们介绍了一种有效的渲染技术,使用时间一致性来制作3D场景,包括复杂但静态的3D模型。为了渲染逼真而复杂的3D场景,我们需要使用大量的多边形或复杂的渲染算法。几乎已经研究了计算机图形技术来实时生成复杂的图像。由于连续图像序列具有时间相干性,因此先前的渲染结果是预测当前场景的良好资源。我们用之前为静态对象绘制的帧替换静态对象。固定的视口允许我们在没有任何修改的情况下重用以前的帧。然而,有时一个静态对象变成动态的,我们必须更新之前的框架。我们通过将静态对象分成几组来减少更新开销。我们的方法生成与组数量相同的静态对象缓冲区,并独立更新每个缓冲区。因此,我们可以实时呈现数千万个多边形。
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