动态纹理加载的纹理瓷砖可视性测定

Michael E. Goss, Kei Yuasa
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引用次数: 10

摘要

三维场景已经成为通过互联网传递内容的一种重要形式。诸如虚拟现实建模语言(VRML)之类的标准格式使从服务器直接动态下载复杂场景到web浏览器成为可能。然而,服务器和客户端之间有限的带宽对更复杂场景的可用性提出了一个障碍,因为一个相当复杂的场景的几何和纹理映射可能需要许多分钟才能通过典型的电话调制解调器链路传输。本文解决了带宽瓶颈的一部分,纹理传输。当前的显示方法在渲染之前将整个纹理传输给客户端。我们提出了一种替代方法,该方法将每个纹理细分为瓷砖,并在客户端动态确定哪些瓷砖对用户可见。客户端以受纹理贴图影响的屏幕像素数所决定的顺序请求纹理贴图,从而首先传输影响屏幕像素数最多的纹理贴图。客户端可以在纹理加载期间使用已经加载的贴图渲染图像。贴图可见性计算充分考虑了遮挡和多个纹理图像分辨率水平,并且在每次渲染新帧时动态重新计算。我们将展示对标准图形硬件管道的一些添加如何在不彻底更改架构的情况下添加此功能,并且只需要适度的硬件成本。这个功能的添加使得即使在相对较慢的网络连接上也可以使用大的纹理。
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Texture tile visibility determination for dynamic texture loading
Three-dimensional scenes have become an important form of content deliverable through the Internet. Standard formats such as Virtual Reality Modeling Language (VRML) make it possible to dynamically download complex scenes from a server directly to a web browser. However, limited bandwidth between servers and clients presents an obstacle to the availability of more complex scenes, since geometry and texture maps for a reasonably complex scene may take many minutes to transfer over a typical telephone modem link. This paper addresses one part of the bandwidth bottleneck, texture transmission. Current display methods transmit an entire texture to the client before it can be used for rendering. We present an alternative method which subdivides each texture into tiles, and dynamically determines on the client which tiles are visible to the user. Texture tiles are requested by the client in an order determined by the number of screen pixels affected by the texture tile, so that texture tiles which affect the greatest number of screen pixels are transmitted first. The client can render images during texture loading using tiles which have already been loaded. The tile visibility calculations take full account of occlusion and multiple texture image resolution levels, and are dynamically recalculated each time a new frame is rendered. We show how a few additions to the standard graphics hardware pipeline can add this capability without radical architecture changes, and with only moderate hardware cost. The addition of this capability makes it practical to use large textures even over relatively slow network connections.
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