Enhanced automatic creation of multi-purpose object hierarchies

Jörg Haber, M. Stamminger, H. Seidel
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引用次数: 6

Abstract

Using well-adapted object hierarchies can support the rendering of large scenes in different ways. For instance, the quality of the lighting simulation may be improved, or the computational cost for rendering may be reduced. However the meaning of "well-adapted" depends heavily on the criterion due to which the hierarchy has been constructed. Different applications typically have different demands like low average intersection cost for a ray tracer or grouping objects with similar material properties or surface orientation for hierarchical radiosity. The authors propose an algorithm for the automatic creation of object hierarchies. The hierarchies are constructed by sequentially inserting all scene objects into the hierarchy created so far. By basing the insertion decision on a cost function defined by the user, the method can be guided to create hierarchies tailored to the desired application. The results can be improved significantly by running a global optimization on the completed hierarchy. During this optimization step, we perform a re-grouping of the objects in the hierarchy. Any ill-formed groups that were created during the initial algorithm are subject to being eliminated by our global optimization.
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增强了多用途对象层次结构的自动创建
使用适应良好的对象层次结构可以支持以不同方式渲染大型场景。例如,照明模拟的质量可能会得到改善,或者渲染的计算成本可能会降低。然而,“适应良好”的含义在很大程度上取决于构建层次结构所依据的标准。不同的应用通常有不同的需求,比如光线追踪器的平均交叉成本低,或者对具有相似材料属性的物体进行分组,或者对分层辐射的表面方向进行分组。提出了一种自动生成对象层次结构的算法。层次结构是通过顺序地将所有场景对象插入到迄今为止创建的层次结构中来构建的。通过将插入决策建立在用户定义的成本函数的基础上,可以引导该方法创建适合所需应用程序的层次结构。通过在完成的层次结构上运行全局优化,可以显著改善结果。在此优化步骤中,我们对层次结构中的对象进行重新分组。在初始算法中创建的任何病态组都将被我们的全局优化所消除。
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