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DC poleHodnotaJazyk
dc.contributor.authorJabłoński, Szymon
dc.contributor.authorMartyn, Tomasz
dc.contributor.editorSkala, Václav
dc.date.accessioned2018-05-18T06:57:39Z-
dc.date.available2018-05-18T06:57:39Z-
dc.date.issued2016
dc.identifier.citationWSCG '2016: short communications proceedings: The 24th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2016 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech RepublicMay 30 - June 3 2016, p. 79-87.en
dc.identifier.isbn978-80-86943-58-9
dc.identifier.issn2464-4617
dc.identifier.uriwscg.zcu.cz/WSCG2016/!!_CSRN-2602.pdf
dc.identifier.urihttp://hdl.handle.net/11025/29690
dc.description.abstractIn this paper, we present a novel approach to real-time, continuous and symmetrical level of detail (LOD) management of a 3D object represented by a sparse voxel octree (SVO). We propose a new method for continuous and symmetrical transition between two detail levels. The method is based on a SVO representation extended by redundant, helper nodes which are used to achieve a proper interpolation of geometry and material data. We extend redundant nodes with a transition direction attribute. Additional memory requirements are minimized by storing indices in a direction vector lookup table in object space. The new method is applied for an accurate evaluation of the required LOD. It uses an image-based evaluation function, i.e. the standard level transition function based on camera distance is extended by the real-time calculation of the current LOD pixel fill rate. We extend typical level transition function based on distance with real-time calculation of the current LOD pixel fill rate. Two different image based methods of SVO node pixel fill rate calculations using compute shaders or GPU queries and parallel reduce are presented. The developed LOD management algorithm is applicable for a raytracing and a rasterizationbased rendering pipeline. The LOD transition algorithm allows to perform a dynamic and continues control of the SVO based objects which have not been available in other works. Moreover, the proposed fading algorithm based on the fade out direction and scaling allows for a LOD change without any graphical artifacts or loss of the virtual scene immersion.en
dc.format9 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencyen
dc.relation.ispartofseriesWSCG '2016: short communications proceedingsen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectpočítačová grafikacs
dc.subjectúroveň detailucs
dc.subjectřídké voxelové oktávycs
dc.subjectvykreslování voxelůcs
dc.subjectparalelní sníženícs
dc.subjectzpracování obrazucs
dc.titleReal-time rendering of continuous levels of detail for sparse voxel octreesen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedcomputer graphicsen
dc.subject.translatedlevel of detailen
dc.subject.translatedsparse voxel octreeen
dc.subject.translatedvoxel renderingen
dc.subject.translatedparallel reductionen
dc.subject.translatedimage processingen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG '2016: Short Papers Proceedings

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