![]() User performance in virtual environments with degraded visual conditions due to low frame rates is an interesting area of inquiry. We compare all four techniques with respect to visual quality, performance, mathematical continuity, and editability. We adjust these patches from their original geometric 3D setting such that they have the same colour interpolation capabilities as the existing polygonal gradient mesh primitives. ![]() Our study includes the subdivision based, topologically unrestricted gradient meshes (Lieng et al., 2017) and the cubic mean value interpolant (Li et al., 2013), as well as two newly-proposed techniques based on multisided parametric patches building on the Gregory generalised Bézier patch and the Charrot-Gregory corner interpolator. We investigate and compare several formulations of the polygonal gradient mesh primitive capable of interpolating colour and colour gradients specified at the vertices of a 2D mesh of arbitrary manifold topology. Borrowing techniques from 3D graphics such as subdivision surfaces and generalised barycentric coordinates, it has been recently extended from its original form supporting only rectangular arrays to (gradient) meshes of arbitrary manifold topology. The gradient mesh is a powerful vector graphics primitive capable of representing detailed and scalable images. The experiments show that this method can increase the frame rate compared with other methods, especially for lower camera flight heights. We use Digital Elevation Model (DEM) elevation data of a square area in Henan Province to verify the effectiveness of this method. Based on the PVPS Image Pyramid and the viewpoint’s position, invisible terrain areas that are not culled through view frustum culling can be dynamically culled. The PVPS Image Pyramid is stored on a disk and is read into RAM before rendering. After that, A PVPS Image Pyramid is built, and each LOD level has its corresponding PVPS. Then, for each cell, we calculate its potential visible patch set (PVPS) using a visibility analysis algorithm. Before rendering, we first regularly partition the terrain scene into view cells. We use quadtrees to manage patches and take surface roughness in Digital Terrain Analysis as a factor of Levels of Detail (LOD) selection. ![]() This paper presents a method to increase rendering performance through precomputing roughness and self-occlusion information making use of GIS-based Digital Terrain Analysis. Existing rendering methods rarely use the features of terrain to optimize terrain rendering. During large-scale, real-time terrain rendering, complex terrain structure and an increasing amount of data decrease the smoothness of terrain rendering. Terrain rendering is an important issue in Geographic Information Systems and other fields.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |