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计算机系统应用英文版:2020,29(6):235-240
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基于虚拟现实的复杂场景加载优化算法
(天津理工大学 计算机科学与工程学院, 天津 300384)
Rendering Optimization Algorithm for Large-Scale Scene Based on Virtual Reality
(School of Computer Science and Engineering, Tianjin University of Technology, Tianjin 300384, China)
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Received:October 17, 2019    Revised:November 15, 2019
中文摘要: 目前大规模场景模型生成的需求量日益增加, 现提出了一种基于区域的自动 LOD (Levels Of Details)构建算法. 该算法基于动态网格简化算法, 在游戏设计制作的过程中, 游戏开发人员会经常需要对美工部门人员提供的模型进行优化. 为了可以使模型的面数得到简化, 并且不改变模型的外观. 当今流行的 LOD技术非常擅于处理这种情况, 判断模型与摄像机的距离如果超过一定范围之后, 自动调取不同层次的模型, 当模型距离摄像机很远的情况下使用面数低的模型替换高模, 这样可以提高帧率并且降低摄像机前的三角面以及顶点数从而减少渲染压力. 一般模型的简化分为静态和动态模型的简化.大部分情况下, 程序员会让美工部门提供几套不同面数的模型或者通过模型简化工具对高模进行减面并存成多个Mesh, 并在程序运行的时候, 根据模型与摄像机的距离远近动态的替换Mesh. 这是一种静态的方法.这里将尝试使用一种动态的网格简化和LOD技术相结合的方法. 这种新型算法的大大的简化了操作流程, 美术人员只需要提供一个模型, 程序员可以使用这种方法生成量级不同的低模, 根据摄像机与模型的远近自动的调取不同精度的模型.
Abstract:At present, the demand for large-scale scene model generation is increasing. A region-based automatic Levels Of Details (LOD) construction algorithm is proposed. The algorithm is based on the dynamic mesh simplification algorithm. In the process of game design and production, game developers often need to work on the art. The model provided by the department staff is optimized in order to simplify the number of faces of the model and not change the appearance of the model. Today’s popular LOD technology is very good at handling this situation, judging the distance between the model and the camera. After a certain range is exceeded, the models of different levels are automatically retrieved. When the model is far away from the camera, the model with a low number of faces is replaced by the high-modulus. This can increase the frame rate and reduce the number of triangles and the number of vertices in front of the camera to reduce rendering stress. The simplification of the general model is divided into the simplification of static and dynamic models. In most cases, the programmer will let the art department provide several sets of different face models or reduce the face of the high model and save it into multiple mesh through the model simplification tool. When the program is running, according to the distance between the model and the camera, the mesh is replaced dynamically. This is a static method. Here we will try to use a combination of dynamic mesh simplification and LOD technology. This new algorithm greatly simplifies the operation process, while the artist only needs to provide a model, then the programmer can use this method to generate low-modules of different magnitudes, and automatically pick up models of different precision according to the distance between the camera and the model.
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叶诚,罗训.基于虚拟现实的复杂场景加载优化算法.计算机系统应用,2020,29(6):235-240
YE Cheng,LUO Xun.Rendering Optimization Algorithm for Large-Scale Scene Based on Virtual Reality.COMPUTER SYSTEMS APPLICATIONS,2020,29(6):235-240