The Local Z-Buffering Rendering

نویسندگان

  • Henry X. Han
  • Michael Zeiger
چکیده

the large complex scenes is presented in this paper. The local Z-buffering originates from the depth complexity based scene decomposition and following multistage rendering. In a naïve local Z-buffering, a large complex scene is decomposed into a low depth complexity scene and high depth complexity scene by computing a partition plane in the view space; the low and high depth complexity scenes are rendered by the Z-buffering and classic ray casting respectively. To achieve an output sensitive real-time rendering algorithm, a series of algorithms are developed to optimize the naïve version from aspects of general hardware support, empty pixel removal and fast potential visible primitive identification. Finally, the parallel version local Z-buffering rendering is introduced. Compared with similar types of rendering algorithms, the LZB algorithm is easy to implement, requires the least preprocessing time and achieves the satisfactory speed-up in the large complex scenes rendering.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Local Z-Buffering Rendering in Large Complex Scenes

A novel output sensitive real-time rendering algorithm local Z-buffering for the large complex scenes is presented in this paper. A naïve algorithm is proposed at first based on decomposing a large complex scene into a low-depth complexity scene and a large depth complexity by computing a partition plane in the view space. The low and high depth complexity scenes are visualized by Zbuffering an...

متن کامل

Local Mesh Decimation for Real-time Three-axis Nc Milling Graphical Simulation

The view dependency of typical z-buffer-based NC simulation methods is overcome by a polygon rendering technique that generates polygons to represent the workpiece, thus enabling dynamic viewing transformations without reconstruction of the entire data structure. However, the polygon rendering technique still has difficulty in realizing real-time simulation due to the limited performance of cur...

متن کامل

View-base Rendering: Visualizing Real Objects from Scanned Range and Color Data

Modeling arbitrary real objects is difficult and rendering textured models typically does not result in realistic images. We describe a new method for displaying scanned real objects, called view-based rendering. The method takes as input a collection of colored range images covering the object and creates a collection of partial object models. These partial models are rendered separately using...

متن کامل

The State of the Art in Realtime Rendering of Vegetation

5 Image Based Algorithms 9 5.1 Rendering Trees from Precomputed Z-Buffer Views . . . . . . . . 9 5.2 Hierarchical Image-Based Rendering using Texture Mapping Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 5.3 Interactive Vegetation Rendering with Slicing and Blending . . . 11 5.4 Image-Based Multiresolution Modeling for Real Time Foliage Rendering . . . . . . . ...

متن کامل

Hybrid Rendering for Interactive Virtual Scenes

Interactive virtual environments used in conjunction with haptic displays are often staticviewpoint scenes that contain a mixture of static and dynamic virtual objects. The immersive realism of these environments is often limited by the graphical rendering system, typically OpenGL or Direct3D. In order to present more realistic scenes for haptic interaction without requiring additional modeling...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2006