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A hybrid level‐of‐detail representation for large‐scale urban scenes rendering
Author(s) -
Zhou Shengchuan,
Yoo Innfarn,
Benes Bedrich,
Chen Ge
Publication year - 2014
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.1582
Subject(s) - computer science , rendering (computer graphics) , ground truth , fidelity , speedup , computer vision , computer graphics (images) , artificial intelligence , scale (ratio) , point (geometry) , mathematics , telecommunications , physics , geometry , quantum mechanics , operating system
ABSTRACT A novel hybrid level‐of‐detail (LOD) algorithm is introduced. We combine point‐based, line‐based, and splat‐based rendering to synthesize large‐scale urban city images. We first extract lines and points from the input and provide their simplification encoded in a data structure that allows for a quick and automatic LOD selection. A screen‐space projected area is used as the LOD selector. The algorithm selects lines for long‐distance views providing high contrast and fidelity of the building silhouettes. For medium‐distance views, points are added, and splats are used for close‐up views. Our implementation shows a 10 × speedup as compared with the ground truth models and is about four times faster than geometric LOD. The quality of the results is indistinguishable from the original as confirmed by a user study and two algorithmic metrics. Copyright © 2014 John Wiley & Sons, Ltd.

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