A GPU-based Approach for Massive Model Rendering with Frame-to-Frame Coherence

Rendering massive 3D models in real‐time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Computer graphics forum Jg. 31; H. 2pt2; S. 393 - 402
Hauptverfasser: Peng, Chao, Cao, Yong
Format: Journal Article
Sprache:Englisch
Veröffentlicht: Oxford, UK Blackwell Publishing Ltd 01.05.2012
Schlagworte:
ISSN:0167-7055, 1467-8659
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung:Rendering massive 3D models in real‐time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures. We present a GPU‐based approach which enables interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. First, we present a simple and efficient mesh simplification algorithm towards GPU architecture. Second, we propose a novel GPU out‐of‐core approach that adopts a frame‐to‐frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel algorithm of mesh simplification and the GPU out‐of‐core approach significantly improve the overall rendering performance.
Bibliographie:ArticleID:CGF3018
istex:F0BB74266A2D31FF6F5C5883F5902D2C34A80FCC
ark:/67375/WNG-16NBRQTT-7
SourceType-Scholarly Journals-1
ObjectType-Feature-1
content type line 14
ISSN:0167-7055
1467-8659
DOI:10.1111/j.1467-8659.2012.03018.x