虚拟现实系统植被渲染优化

Zilong Zhang, Xun Luo, Salazar Vaca María Gabriela, Espinoza Castro Danny Alberto, Yi Chen
{"title":"虚拟现实系统植被渲染优化","authors":"Zilong Zhang, Xun Luo, Salazar Vaca María Gabriela, Espinoza Castro Danny Alberto, Yi Chen","doi":"10.1109/ICVRV.2017.00094","DOIUrl":null,"url":null,"abstract":"As a result of the continuous evolution of virtual reality, using game engine for VR systems development is becoming popular. Rendering the geometrical components in a VR scene such as complex terrain, dense vegetation, building details etc. is a substantial computation task. Typical scene optimization methods include memory allocation, multi-threading, and Levels of Details (LOD). In this paper we experiment to address the challenge of vegetation rendering using a combination of optimization approaches. Experiments in the Unreal game engine show our approaches’ efficacy. Through parallel rendering, the rendering time is reduced by 50%. With LOD, the rendering speed of the scene has been improved by as much as 25%. The LOD transformation is processed frame-by-frame and is essentially seamless as it carries out an efficient rendering pass. Finally, by using the culling algorithm, and setting the attenuation distance and setting the attenuation range, the rendering efficiency is further optimized.","PeriodicalId":187934,"journal":{"name":"2017 International Conference on Virtual Reality and Visualization (ICVRV)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Vegetation Rendering Optimization for Virtual Reality Systems\",\"authors\":\"Zilong Zhang, Xun Luo, Salazar Vaca María Gabriela, Espinoza Castro Danny Alberto, Yi Chen\",\"doi\":\"10.1109/ICVRV.2017.00094\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"As a result of the continuous evolution of virtual reality, using game engine for VR systems development is becoming popular. Rendering the geometrical components in a VR scene such as complex terrain, dense vegetation, building details etc. is a substantial computation task. Typical scene optimization methods include memory allocation, multi-threading, and Levels of Details (LOD). In this paper we experiment to address the challenge of vegetation rendering using a combination of optimization approaches. Experiments in the Unreal game engine show our approaches’ efficacy. Through parallel rendering, the rendering time is reduced by 50%. With LOD, the rendering speed of the scene has been improved by as much as 25%. The LOD transformation is processed frame-by-frame and is essentially seamless as it carries out an efficient rendering pass. Finally, by using the culling algorithm, and setting the attenuation distance and setting the attenuation range, the rendering efficiency is further optimized.\",\"PeriodicalId\":187934,\"journal\":{\"name\":\"2017 International Conference on Virtual Reality and Visualization (ICVRV)\",\"volume\":\"63 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 International Conference on Virtual Reality and Visualization (ICVRV)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICVRV.2017.00094\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 International Conference on Virtual Reality and Visualization (ICVRV)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICVRV.2017.00094","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

随着虚拟现实技术的不断发展,使用游戏引擎进行虚拟现实系统的开发也越来越流行。在VR场景中,复杂地形、茂密植被、建筑细节等几何成分的渲染是一项庞大的计算任务。典型的场景优化方法包括内存分配、多线程和细节层次(LOD)。在本文中,我们尝试使用优化方法的组合来解决植被渲染的挑战。在虚幻游戏引擎上的实验证明了我们的方法的有效性。通过并行渲染,渲染时间减少了50%。使用LOD,场景的渲染速度提高了25%。LOD转换是逐帧处理的,本质上是无缝的,因为它执行了一个有效的渲染通道。最后,通过使用剔除算法,设置衰减距离和衰减范围,进一步优化渲染效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Vegetation Rendering Optimization for Virtual Reality Systems
As a result of the continuous evolution of virtual reality, using game engine for VR systems development is becoming popular. Rendering the geometrical components in a VR scene such as complex terrain, dense vegetation, building details etc. is a substantial computation task. Typical scene optimization methods include memory allocation, multi-threading, and Levels of Details (LOD). In this paper we experiment to address the challenge of vegetation rendering using a combination of optimization approaches. Experiments in the Unreal game engine show our approaches’ efficacy. Through parallel rendering, the rendering time is reduced by 50%. With LOD, the rendering speed of the scene has been improved by as much as 25%. The LOD transformation is processed frame-by-frame and is essentially seamless as it carries out an efficient rendering pass. Finally, by using the culling algorithm, and setting the attenuation distance and setting the attenuation range, the rendering efficiency is further optimized.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Feature-Enhanced Surfaces from Incomplete Point Cloud with Segmentation and Curve Skeleton Information Efficiently Disassemble-and-Pack for Mechanism Surface Flattening Based on Energy Fabric Deformation Model in Garment Design A Novel Intelligent Thyroid Nodule Diagnosis System over Ultrasound Images Based on Deep Learning A Novel Reconstruction Method of 3D Heart Geometry Atlas Based on Visible Human
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1