Abstract

AbstractDespite recent advances in rendering hardware, large and complex virtual environments cannot be displayed with a sufficiently highframe rate, because of limitations in the available rendering performance.This paper presents a new approach of software accelerated rendering which draws from the concepts of impostors, hierarchical scene subdivision and levels of detail. So far software optimization in real‐time rendering has merely considered individual objects. This work is actually optimizing the rendering of the whole virtual environment by implementing a three dimensional image cache. It speeds up rendering for large portions of the scene by exploiting the coherence inherent in any smooth frame sequence.The implementation of the three dimensional image cache is discussed and the savings in rendering load achievable on a suitable hardware platform are presented.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.