{"title":"结合遮挡剔除与并行LOD在GPU上渲染复杂3D环境","authors":"Chao Peng, Yong Cao","doi":"10.1145/2448196.2448235","DOIUrl":null,"url":null,"abstract":"In many research domains, such as mechanical engineering, game development and virtual reality, a typical output model is usually produced in a multi-object manner for efficient data management. To have a complete description of the whole model, tens of thousands of, or even millions of, such objects are created, which makes the entire dataset exceptionally complex. Consequently, visualizing the model becomes a computationally intensive process that impedes a real-time rendering and interaction.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"17 1","pages":"187"},"PeriodicalIF":0.0000,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU\",\"authors\":\"Chao Peng, Yong Cao\",\"doi\":\"10.1145/2448196.2448235\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In many research domains, such as mechanical engineering, game development and virtual reality, a typical output model is usually produced in a multi-object manner for efficient data management. To have a complete description of the whole model, tens of thousands of, or even millions of, such objects are created, which makes the entire dataset exceptionally complex. Consequently, visualizing the model becomes a computationally intensive process that impedes a real-time rendering and interaction.\",\"PeriodicalId\":91160,\"journal\":{\"name\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"volume\":\"17 1\",\"pages\":\"187\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-03-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2448196.2448235\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2448196.2448235","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU
In many research domains, such as mechanical engineering, game development and virtual reality, a typical output model is usually produced in a multi-object manner for efficient data management. To have a complete description of the whole model, tens of thousands of, or even millions of, such objects are created, which makes the entire dataset exceptionally complex. Consequently, visualizing the model becomes a computationally intensive process that impedes a real-time rendering and interaction.