基于虚拟现实的渲染优化算法
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国家重点研发计划(2017YFB1002600);天津市科委项目(15ZXHLGX00240,16JCZDJC30500,16JCTPJC49700);国家级、天津市级和天津理工大学校级大学生创新创业训练计划;虚拟现实技术与系统国家重点实验室开放课题(BUAA-VR-16KF-14);北京市食品安全大数据技术重点实验室开放基金(BKBD-2016KF03)


Rendering Optimization Algorithm Based on Virtual Reality
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    摘要:

    随着虚拟现实技术的不断发展,对虚拟场景的真实度要求也越来越提高.然而在虚拟场景中,复杂的地形、大量的植被和建筑使需要渲染的数据量大得惊人,故渲染速度成为了虚拟现实技术的一大瓶颈.现有的研究并不能很好的提升虚幻引擎中的渲染速度,还会出现“突越”和对视野外模型剔除效果差的问题.本文提出一种游戏线程与渲染线程并行和双层裁剪算法.首先在虚幻引擎中将游戏线程与渲染线程并行以提升渲染速度,然后使用淡入淡出细节层次算法进行第一层裁剪,最后使用缓慢剔除算法进行第二层裁剪,提升剔除效果.实验证明,该方法与串行线程相比渲染速度提升了40%,与传统单层裁剪算法相比,帧率也达到了55.

    Abstract:

    With the continuous development of the virtual reality technology, the requirement for the authenticity of the virtual scene is getting greater and greater. However, there are a lot of data to be rendered in the virtual scene, which is caused by the complex terrain as well as a large number of vegetation and buildings. As a result, the rendering speed becomes a bottleneck of the virtual reality technology. In the existing research, it is impossible to improve the rendering speed of the illusion engine very well. Some problems can also appear about "breakthrough" and the poor effect of removing the invisible model. In this paper, a kind of parallel and double-layer cut algorithm for game threads and rendering threads is presented. Firstly, game threads and rendering threads are paralleled in the illusion engine to improve the rendering speed. Then, the fade in-and-out levels of detail algorithm are applied to cut the first level. Finally, the fade culling algorithm is adopted to cut the second level to improve the culling effect. The experiment shows that the rendering speed of the above method is improved by forty percent compared with the rendering speed of serial threads. Its frame rate is also improved by fifty-five percent compared with the traditional single-layer cut algorithm.

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李媛媛,罗训.基于虚拟现实的渲染优化算法.计算机系统应用,2019,28(6):178-182

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  • 收稿日期:2018-12-13
  • 最后修改日期:2019-01-08
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  • 在线发布日期: 2019-05-28
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