Abstract:Temporal coherence (TC), the correlation of contents between adjacent rendered frames, exists across a wide range of scenes and motion types in practical real-time rendering. By taking advantage of TC, we can save redundant computation and improve the performance of many rendering tasks significantly with only a marginal decrease in quality. This not only allows us to incorporate more computationally intensive shading effects to existing applications, but also offers exciting opportunities of extending high-en… Show more
“…Though this leads to a lower accuracy of the visibility determination, it yields no loss in correctness of the resulting image. As stated previously [Scherzer et al 2010], the properties of the hierarchy, like the proper termination depth, can significantly influence the performance of any (occlusion) culling algorithm. Thus, the performance of the candidate data structures is evaluated with respect to different setups.…”
Section: Choice Of Spatial Data Structuresmentioning
The visualization of massive 3D models is an intensively examined field of research. Due to their rapidly growing complexity of such models, visualisation them in real-time will never be possible through a higher speed of rasterization alone. Instead, a practical solution has to reduce the amount of data to be processed, using a fast visibility determination. In recent years, the combination of Javascript and WebGL raised attention for the possibility of rendering hardware-accelerated 3D graphics directly in the browser. However, when compared to desktop applications, they are still fighting with their disadvantages of a generally slower execution speed, or a downgraded set of functionality. We demonstrate the integration of spatial data structures, computed on the client side, using latest technology trends to mitigate the shortcomings of the 3D Web environment. We employ comparably small bounding volume hierarchies to accelerate our visibility determination, as well as to enable specific culling techniques. This allows for an interactive visualization of such massive 3D data sets. Our in-depth analysis of different data structures and environments shows which combination of data structure and visibility determination techniques are currently the best fit for the Web
“…Though this leads to a lower accuracy of the visibility determination, it yields no loss in correctness of the resulting image. As stated previously [Scherzer et al 2010], the properties of the hierarchy, like the proper termination depth, can significantly influence the performance of any (occlusion) culling algorithm. Thus, the performance of the candidate data structures is evaluated with respect to different setups.…”
Section: Choice Of Spatial Data Structuresmentioning
The visualization of massive 3D models is an intensively examined field of research. Due to their rapidly growing complexity of such models, visualisation them in real-time will never be possible through a higher speed of rasterization alone. Instead, a practical solution has to reduce the amount of data to be processed, using a fast visibility determination. In recent years, the combination of Javascript and WebGL raised attention for the possibility of rendering hardware-accelerated 3D graphics directly in the browser. However, when compared to desktop applications, they are still fighting with their disadvantages of a generally slower execution speed, or a downgraded set of functionality. We demonstrate the integration of spatial data structures, computed on the client side, using latest technology trends to mitigate the shortcomings of the 3D Web environment. We employ comparably small bounding volume hierarchies to accelerate our visibility determination, as well as to enable specific culling techniques. This allows for an interactive visualization of such massive 3D data sets. Our in-depth analysis of different data structures and environments shows which combination of data structure and visibility determination techniques are currently the best fit for the Web
“…2), such as Per-Pixel Linked List [71] for order-independent transparency rendering, Empty Space Skipping (ESS) [72], Frame Temporal Coherence [73] and others. Currently, if the rendering frame-rate is considered to be inadequate by the user, two options for increasing it are available (albeit at a price of losing some of the visual quality in the resulting images).…”
Section: Performancementioning
confidence: 99%
“…Secondly, the rendering frame-rates could be improved considerably by employing various optimization techniques, such as ESS [72], temporal coherence [73], data compression and ondemand streaming [75], etc. The applicability of each of these techniques however has to be carefully considered and evaluated, as reconciling and marrying different algorithms in the same visualization pipeline can pose non-trivial problems.…”
“…Based on Scherzer [4], there are three objectives of using temporal coherence. First is to speed up an algorithm by redesigning it to be incremental in time.…”
Section: Temporal Coherence (Tc)mentioning
confidence: 99%
“…Application of TC in real time computer is used to redesign well-known rendering method to become faster [4]. TC is proven successfully applied for instance hardware occlusion query, soft shadow and discrete LOD blending.…”
Hardware occlusion queries is a method by which graphic processing unit (GPU) can gives fast response to the visibility status of a geometry object in virtual environment. Increasing number of issued queries lead to stall in CPU and starvation in GPU. However, hardware occlusion queries have improved by exploiting temporal coherence (TC). TC is proven improved hardware occlusion queries based on previous research. In driving simulation as car or camera move fast, more and more objects in scene become less significant to be rendered. Implementation of TC on driving simulation need be redesigned so allow TC suitable to faster movement. Intent of this paper is to describe how automatic parameters adaptation in temporal coherence is applied to driving simulation environment. Automatic parameters adaptation manipulated when the car or camera movement become more faster to maintain interactively rendering process and maintain realisms of complex virtual environment.
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