• Title/Summary/Keyword: frustum culling

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An Efficient Level-of-detail Control of Meshes by Region Tree (영역트리를 이용한 효율적인 세밀정도제어)

  • 황주영;이종현;김경호;임상석;박규호
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.595-597
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    • 1999
  • 기존의 LOD 제어방법들은 랜더링속도를 성공적으로 증가시켜왔으나 오버헤드가 크다는 단점을 갖고 있다. 이러한 오버헤드는 각 vertex마다 view-frustum clipping, back-face culling, 스크린 공간 기하학적 오차계산과 같은 view-dependent refinement criteria를 측정하고, 메쉬의 LOD를 바꾸기 위해서 edge collapse/vertex split를 수행하기 때문이다. 제안하는 방법은 메쉬를 여러 개의 region들로 나누고 vertex가 아닌 region에 대해 view-dependent refinement criteria를 측정하므로 오버헤드가 훨씬 작다. 또한 각 region 들의 LOD가 바뀔 때 미리 만들어 둔 LOD 버전들중에서 하나를 선택하기만 하면 되므로, edge collapse/vertex split을 수행하는 오버헤드는 없다. 실험적으로 제안하는 LOD 제어방법은 기존의 방법들보다 작은 메모리를 사용하고 LOD 제어 오버헤드도 적으며, LOD 제어를 하지 않은 경우보다 2배-5배의 랜더링 속도향상을 얻었다.

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Geographic information 3D Synthetic Model based on Regular Mesh (Regular Mesh 기반 지리정보 3D 합성모델)

  • Jung, Ji-Hwan;Hwang, Sun-Myung;Kim, Sung-Ho
    • Journal of Advanced Navigation Technology
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    • v.15 no.4
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    • pp.616-625
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    • 2011
  • There are two representative geometry rendering methods. One is Geometry Clipmaps, another is ROAM 2.0. We propose an extended Geometry Clipmaps algorithm which does not focus on CPU operation but the GPU for faster and wider visibility area. The extended algorithm presents mesh configuration method of each level by LOD, how to configurate Mesh network between levels, mesh block method for rendering optimization using VFC, and image mapping method to get high resolution up to 1 m.

Performance Analysis of GLTF/GLB to Improve 3D Content Rendering Performance

  • Jae Myeong Choi;Ki-Hong Park
    • Journal of Platform Technology
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    • v.11 no.4
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    • pp.13-18
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    • 2023
  • 3D content rendering is one of the important factors that give a sense of realism when creating content, and this process takes a lot of time. In this paper, we proposed a method to improve rendering performance by reducing the vast amount of 3D data in the web environment, and conducted a performance test using DEM and 3D model elevation data. As a result of the experiment, the digital elevation model showed faster performance than the Blender-based 3D modeling, but when the screen was moved using OrbitControl, the fps dropped momentarily. In the case of Terrain, if the range is limited to a speed that maintains 24 to 60 fps using frustum culling and LOD techniques, it is considered that a higher quality map can be produced than GeoTIFF.

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Quadtree-based Terrain Visualization Using Vertex Multiplication (정점증식을 이용한 사진트리 기반 지형 시각화 기법)

  • Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.27-33
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    • 2009
  • In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level-of-detail selection and view frustum culling. However, most applications using quadtrees are performed by the CPU, since the hierarchical data structure cannot be manipulated in a programmable rendering pipeline. For this reason, quadtree-based methods show lower performance and higher dependancy of CPU in comparison to GPU-based methods. We present a quadtree-based terrain-rendering method for GPU execution that uses vertex multiplication. It offers higher performance than previous CPU-based quadtree methods, without loss of image quality.

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Enhancement Techniques for GPU-Based Rendering of Participating Media (GPU 기반 반투과 매체 렌더링의 향상 기법)

  • Cha, Deuk-Hyun;Yi, Yong-Il;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.12
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    • pp.1165-1176
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    • 2010
  • In order to realistically visualize such participating media as cloud, smoke, and gas, the light transport process must be physically simulated inside the media. While it is known that this process is well described physically through the volume rendering equation, it usually takes a great deal of computation time for obtaining high-precision solutions. Recently, GPU-based, fast rendering methods have been proposed for the realistic simulation of participating media, however, there still remain several problems to be resolved. In this article, we describe our rendering techniques applied to enhance the performances and features of our GPU-assisted participating media renderer, and analyze how such efforts have actually improved the renderer. The presented techniques will be effectively used in volume renderers for creating various digital contents in the special effects industries.

A Study on the Object Search in 3D FPS Games Using Avoidance Rule and MFC (회피규칙과 MFC를 이용한 3D FPS 게임의 오브젝트 탐색 연구)

  • Choi, Won-Tae;Choi, Sung-Ho;Kim, Hae-Yong;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.101-104
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    • 2007
  • The MFC makes the region in the player object center and it judges a relation the object. But it searches the objects which are not relation to game. Consequently, it decreases the speed of game and it recognizes a dangerous characteristic. In this paper, in order to complement a weak point, it applied the avoidance rule of the flocking in npc object. Consequently, the npc object has the concept of range of vision and proposed the method which is possibility of closing the speed decrease of game. This time 2 condition which is proposed must be satisfactory. The method that proposed will play an important role in development of a 3D FPS games.

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