Vegetation Rendering Optimization for Virtual Reality Systems

被引:0
|
作者
Zhang, Zilong [1 ]
Luo, Xun [1 ,2 ,3 ]
Maria Gabriela, Salazar Vaca [1 ,4 ]
Danny Alberto, Espinoza Castro [1 ,4 ]
Chen, Yi [3 ]
机构
[1] Tianjin Univ Technol, Sch Comp Sci & Engn, Tianjin 300384, Peoples R China
[2] Beihang Univ, State Key Lab Virtual Real Technol & Syst, Beijing 100191, Peoples R China
[3] Beijing Technol & Business Univ, Sch Comp & Informat Engn, Beijing Key Lab Big Data Technol Food Safety, Beijing 100048, Peoples R China
[4] Univ Fuerzas Armadas ESPE, Dept Energy & Mech Sci, Quito, Ecuador
来源
2017 INTERNATIONAL CONFERENCE ON VIRTUAL REALITY AND VISUALIZATION (ICVRV 2017) | 2017年
关键词
virtual reality; rendering; game engine; levels of detail (LOD); optimization; culling algorithm;
D O I
10.1109/ICVRV.2017.00094
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
As a result of the continuous evolution of virtual reality, using game engine for VR systems development is becoming popular. Rendering the geometrical components in a VR scene such as complex terrain, dense vegetation, building details etc. is a substantial computation task. Typical scene optimization methods include memory allocation, multi-threading, and Levels of Details (LOD). In this paper we experiment to address the challenge of vegetation rendering using a combination of optimization approaches. Experiments in the Unreal game engine show our approaches' efficacy. Through parallel rendering, the rendering time is reduced by 50%. With LOD, the rendering speed of the scene has been improved by as much as 25%. The LOD transformation is processed frame-by-frame and is essentially seamless as it carries out an efficient rendering pass. Finally, by using the culling algorithm, and setting the attenuation distance and setting the attenuation range, the rendering efficiency is further optimized.
引用
收藏
页码:397 / 399
页数:3
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