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Titlebook: Real-Time Massive Model Rendering; Sung-eui Yoon,Enrico Gobbetti,Dinesh Manocha Book 2008 Springer Nature Switzerland AG 2008

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31#
發(fā)表于 2025-3-27 00:34:54 | 只看該作者
2469-4215 ation areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture
32#
發(fā)表于 2025-3-27 02:03:54 | 只看該作者
Conclusions, massive model rendering. We focused on algorithms for visibility culling, complexity reduction, and memory layout and cache-friendly techniques. Although, most of our focus is on improving the performance of rasterization algorithms, a number of the same methods and representations are also applicable to ray tracing.
33#
發(fā)表于 2025-3-27 08:51:12 | 只看該作者
Introduction,sics, mathematics, and cost considerations. Interactive performance, which forces the computation of new frames at 10 Hz or faster, exacerbates the problem. Making a system ‘interactive’ means that any solution must address real-time performance and cognitive, perceptual issues.
34#
發(fā)表于 2025-3-27 11:46:15 | 只看該作者
35#
發(fā)表于 2025-3-27 17:37:56 | 只看該作者
Alternative Representations,ution structure, and efficiently extracting them at run-time to realize adaptive rendering. In this chapter, we will discuss how the complexity of the rendering operation can be also reduced by switching to representations other than triangle meshes.
36#
發(fā)表于 2025-3-27 21:44:19 | 只看該作者
37#
發(fā)表于 2025-3-27 23:08:41 | 只看該作者
https://doi.org/10.1007/978-3-319-39937-9cloud computing; distributed system; internet of things; semantic network; active learning; algorithm; cro
38#
發(fā)表于 2025-3-28 04:17:07 | 只看該作者
978-3-031-38598-8The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
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