完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | 梁恩齊 | en_US |
dc.contributor.author | EnChyi Andy Liang | en_US |
dc.contributor.author | 莊榮宏 | en_US |
dc.contributor.author | Jung-Hong Chuang | en_US |
dc.date.accessioned | 2014-12-12T02:22:48Z | - |
dc.date.available | 2014-12-12T02:22:48Z | - |
dc.date.issued | 1999 | en_US |
dc.identifier.uri | http://140.113.39.130/cdrfb3/record/nctu/#NT880392002 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/65396 | - |
dc.description.abstract | 強調互動與融入的虛擬實境應用要求即時的快速顯像。多層次精細度模型嘗試在不影響顯像品質下儘量簡化場景的多邊形數目,以加快顯像速度。文獻中觀視點相依多層次精細度模型使用二元頂點階層樹,以選擇性地化簡場景中的幾何。本論文提出將此二元頂點階層樹壓縮成階層數較少子結點數較多之多元樹,這樣依視點做選擇性化減時多邊形的變化量可增加,而使簡化的時間縮短。另外本論文提出用投射式貼圖來代替材質保留,使得多邊形數目可以再做進一步簡化。 | zh_TW |
dc.description.abstract | Real time rendering is demandable for virtual reality applications. Level-of-Detail modeling tries to reduce the polygon count while maintaining the rendering quality. The view-dependent LOD modeling usually uses binary vertex hierarchy tree to selectively update polygons for some areas on the object. Larger variations of the polygon number in selective refinement will reduce the refinement time. To achieve this goal we transform the binary tree to a k-nary tree (k>=2) such that the selective refinement time can be reduced. By using projective texture mapping, we are able to reduce more polygons and in the meantime preserve the material property of objects. | en_US |
dc.language.iso | zh_TW | en_US |
dc.subject | 虛擬實境 | zh_TW |
dc.subject | 多層次精細度模型 | zh_TW |
dc.subject | 投射式貼圖 | zh_TW |
dc.subject | 網格簡化 | zh_TW |
dc.subject | Virtual Reality | en_US |
dc.subject | Level of Detail Modeling | en_US |
dc.subject | Projective Texture Mapping | en_US |
dc.subject | Mesh Simplification | en_US |
dc.title | 適用於動態巡迴的觀視點相依多層次精細度模型 | zh_TW |
dc.title | View-Dependent Level-of-Detail Modeling for WalkThrough Applications | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | 資訊科學與工程研究所 | zh_TW |
顯示於類別: | 畢業論文 |