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    吴玲达 高 宇 魏迎梅. 大规模复杂场景交互绘制技术综述[J]. 计算机研究与发展, 2007, 44(9): 1579-1587.
    引用本文: 吴玲达 高 宇 魏迎梅. 大规模复杂场景交互绘制技术综述[J]. 计算机研究与发展, 2007, 44(9): 1579-1587.
    Wu Lingda, Gao Yu, and Wei Yingmei. A Survey of Interactive Rendering of Large-Scale and Complex Scenes[J]. Journal of Computer Research and Development, 2007, 44(9): 1579-1587.
    Citation: Wu Lingda, Gao Yu, and Wei Yingmei. A Survey of Interactive Rendering of Large-Scale and Complex Scenes[J]. Journal of Computer Research and Development, 2007, 44(9): 1579-1587.

    大规模复杂场景交互绘制技术综述

    A Survey of Interactive Rendering of Large-Scale and Complex Scenes

    • 摘要: 大规模复杂场景的快速绘制是虚拟现实、实时仿真和三维交互设计等许多重要应用的底层支撑技术,也是诸多研究领域面临的一个基本问题.随着近几年三维扫描和建模技术的飞速发展,三维场景的规模和复杂度不断增大,大规模复杂场景的交互绘制受到了国内外研究者越来越多的重视并取得了一系列研究成果.首先简要回顾了大规模复杂场景交互绘制的研究进展情况;然后通过对其中涉及的主要关键技术进行总结分析,并对国内外典型的绘制系统进行比较和分类,阐述了大规模复杂场景交互绘制的主要研究内容,给出了大规模复杂场景交互绘制系统所应包含的基本组成部分和一般框架;最后对今后的发展方向做出了展望.

       

      Abstract: The fast rendering technique for large-scale and complex scenes is the basis of many important applications such as virtual reality, real-time simulation, 3D interactive design, and so on. And it is also a basic problem that many researches are trying to resolve. With recent advances in 3D scanning and modeling techniques, there has been a rapid increase in the availability and size of geometric datasets. Large-scale and complex scenes consisting of hundreds of millions of primitives are becoming increasingly common in many graphics applications. These large data sets exceed the capability for interactive rendering on standard graphics hardware. And it is a challenge for researchers to develop new rendering algorithms and data structures to work with these large complex scenes more efficiently. In this paper, a detailed survey of current techniques for interactive rendering of large-scale and complex scenes is given. Firstly, the state-of-the-art progress of the research is presented. Secondly, the related key technologies are summarized in detail. Thirdly, some typical interactive rendering systems for large-scale and complex scenes are compared and the necessary components and general framework for a potential interactive rendering system are described. Finally, some key research issues that need further research efforts are pointed out.

       

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