Size equivalent cluster trees (SEC-Trees) realtime rendering of large industrial scenes

Michael Kortenjan, Gunnar Schomaker
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引用次数: 2

Abstract

In this work we present a rendering method with guaranteed interactive frame-rates in complex 3D scenes. The algorithm is based on an new data structure determined in a preprocessing to avoid frozen displays in large simulative visualizations like industrial plants, typically described as CAD-Models. Within a preprocessing polygons are grouped by size and within these groups core-clusters are calculated based on similarity and locality. The clusters and polygons are building up a hierarchy including weights ascertained within repetitive stages of re-grouping and re-clustering. This additional information allows to choose a subset over all primitives to reduce scene complexity depending on the viewer's position, sight and the determined weights within the hierarchy. To guarantee a specific frame rate the number of rendered primitives is limited by a constant and typically constrained by hardware. This reduction is controlled by the pre-calculated weights, and the viewer's position and is not done arbitrarily. At least the rendered section is a suitable scene approximation that includes the viewer's interests. Combining all this a constant frame-rate including 140 million polygons at 12 fps is obtainable. Practical results indicate that our approach leads to good scene approximations and realtime rendering of very large environments at the same time.
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大小等效集群树(SEC-Trees)实时渲染大型工业场景
在这项工作中,我们提出了一种在复杂的3D场景中保证交互帧率的渲染方法。该算法基于在预处理中确定的新数据结构,以避免大型模拟可视化(如工业工厂,通常称为cad模型)中的冻结显示。在预处理中,多边形按大小分组,并在这些分组中根据相似性和局部性计算核心聚类。聚类和多边形正在建立一个层次结构,包括在重复的重新分组和重新聚类阶段确定的权重。这些额外的信息允许在所有原语中选择一个子集,以减少场景的复杂性,这取决于观看者的位置、视线和层次结构中确定的权重。为了保证特定的帧速率,渲染原语的数量受到常量的限制,并且通常受到硬件的限制。这种减少是由预先计算的权重和观看者的位置控制的,而不是任意完成的。至少渲染的部分是一个合适的场景近似,包括观众的兴趣。结合所有这一切,一个恒定的帧率,包括1.4亿个多边形在12 fps是可获得的。实际结果表明,我们的方法可以同时获得很好的场景近似和非常大的环境的实时渲染。
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