摘要
讨论了基于互联网的 3 D复杂场景渲染的一个主要问题即纹理的传输。现有的方法是在渲染之前就将整个纹理都传输到了客户端。我们提出了一个可供选择的方法 ,将每个纹理细分为若干个切片 ,然后在客户端进行动态控制哪些切片应该是用户可见的。客户端对纹理切片请求是按照各个纹理切片所影响的屏幕像素点数目顺序依次进行的 ,因此首先传输的就是那些影响屏幕像素点数目最多的纹理切片。纹理切片的计算充分考虑了闭合性和多重文理图像分辨率水平 ,并且每个新的帧被渲染时都要动态地重新计算。我们指出了在不改变基本结构的前提下 ,如何提升渲染效果。
This paper presents algorithms of complex web\|based 3D scenes texture transmission rendering. Current display methods transmit an entire texture to the client before it can be used for rendering. We present an alternative method which subdivides each texture into tiles, and dynamically determines on the client those tiles that are visible to the user. Texture tiles are requested by the client in an order determined by the number of screen pixels affected by texture tiles, so that texture tiles which affect the greatest number of screen pixels are transmitted first. The tile visibility calculations take full account of occlusion and multiple texture image resolution level with each new frame dynamically recalculated each time it is rendered. We show how to improve the rendering capability without architecture changes.
出处
《浙江工业大学学报》
CAS
2003年第1期36-41,共6页
Journal of Zhejiang University of Technology
基金
浙江省自然科学基金资助项目 (6 0 2 0 0 2 )