ISCAS OpenIR
perception-motivated multiresolution rendering on sole-cube maps
Sheng Bin; Meng Weiliang; Sun Hanqiu; Wu Wen; Wu Enhua
2013
SourceMultimedia Tools and Applications
ISSN1380-7501
Pages1-22
English AbstractThis paper presents a novel GPU-based multiresolution rendering on sole-cube maps (SCMs), which is a variant of geometry images built upon spherical parameterization. Given spherical parametrization of a manifold mesh, the sphere domain is gnomonically projected to a closed cube, which constitutes the 6-chart sole-cube maps. A quadtree structure of SCMs and normal map atlas are then constructed by using the regular re-sampling. Then, by packing the quadtree nodes into the SCMs texture atlas, a new parallel multiresolution rendering is processed on the latest GPU in two rendering passes: the multiresolution node selection in fragment shader; the triangulation in vertex shader followed by the node culling operation in geometry shader. The proposed approach generates adaptive mesh surfaces dynamically, and can be fully implemented in GPU parallelization. The proposed scheme alleviates the computing load of multiresolution mesh refinement on CPU, and our GPU-based multiresolution rendering is demonstrated with a variety of examples. Our user study confirmed that the visual quality of the SCMs multiresolution rendering, in comparison with the meshes/geometry images rendering, is also highly efficient especially for complex models in large-scale virtual environment. © 2013 Springer Science+Business Media New York.; This paper presents a novel GPU-based multiresolution rendering on sole-cube maps (SCMs), which is a variant of geometry images built upon spherical parameterization. Given spherical parametrization of a manifold mesh, the sphere domain is gnomonically projected to a closed cube, which constitutes the 6-chart sole-cube maps. A quadtree structure of SCMs and normal map atlas are then constructed by using the regular re-sampling. Then, by packing the quadtree nodes into the SCMs texture atlas, a new parallel multiresolution rendering is processed on the latest GPU in two rendering passes: the multiresolution node selection in fragment shader; the triangulation in vertex shader followed by the node culling operation in geometry shader. The proposed approach generates adaptive mesh surfaces dynamically, and can be fully implemented in GPU parallelization. The proposed scheme alleviates the computing load of multiresolution mesh refinement on CPU, and our GPU-based multiresolution rendering is demonstrated with a variety of examples. Our user study confirmed that the visual quality of the SCMs multiresolution rendering, in comparison with the meshes/geometry images rendering, is also highly efficient especially for complex models in large-scale virtual environment. © 2013 Springer Science+Business Media New York.
Indexed TypeEI
KeywordGeometry Spheres Virtual Reality
Department(1) Department of Computer Sci. and Eng. Shanghai Jiao Tong University Shanghai China; (2) State Key Lab. of Computer Science Institute of Software Chinese Academy of Sciences Beijing China; (3) LIAMA-NLPR Institute of Automation Chinese Academy of Sciences Beijing China; (4) The Chinese University of Hong Kong Hong Kong China; (5) University of Macau Macao China; (6) Institute of Software Chinese Academy of Sciences Beijing China
Language英语
WOS IDWOS:000339889800012
Citation statistics
Content Type期刊论文
URIhttp://ir.iscas.ac.cn/handle/311060/15204
Collection中国科学院软件研究所
Recommended Citation
GB/T 7714
Sheng Bin,Meng Weiliang,Sun Hanqiu,et al. perception-motivated multiresolution rendering on sole-cube maps[J]. Multimedia Tools and Applications,2013:1-22.
APA Sheng Bin,Meng Weiliang,Sun Hanqiu,Wu Wen,&Wu Enhua.(2013).perception-motivated multiresolution rendering on sole-cube maps.Multimedia Tools and Applications,1-22.
MLA Sheng Bin,et al."perception-motivated multiresolution rendering on sole-cube maps".Multimedia Tools and Applications (2013):1-22.
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