Parallel Rendering Strategies for 3D Emulational Scene of Live Working
2013
Because of abundant deep scene nodes in 3D emulational scene of live working, the existing three-dimensional scene data organization methods and rendering strategies have many flaws, such as the jumping of rendering and the delay of interactive response. A real-time rendering method for huge amount of urban data was presented utilizing the techniques such as identifying model that is based on multi-grid block partition, thread pool, caching and real time external memory scheduling algorithms. The whole scene was partitioned into blocks of different size and the blocks were arranged with multi-grid which is related to model ID and tile ID to accelerate model scheduling. Fast clipping was achieved through the nailing of position and direction of block-based view frustum, and touching task of data downloading off into thread pool executed in background which achieve the dynamic data loading and parallelism of three-dimensional scene rendering. To solve the choke point at computer hardware, in-out memory scheduling algorithms are adopted to eliminate invisible scene models and recycle dirty data in memory. Experimental results showed that the method is very efficient and suitable for applications in massive urban models rendering and interactive walkthrough.
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