Network Rendering is an important problem in computer graphics and visualization
applications. Reduction of the data needed for transmission over the network can greatly
improve the performance. Many methods, such as mesh simplification, image tiling, level
of detail and user action prediction, have been developed to solve this problem..
In this thesis, a new approach tackling the problem has been explored. A textured depth
map (called Terrain Instance Map, TIM) based on re-projection method is introduced
to render highly detailed terrain models. TIMs are created by a rendering server with
a specified viewpoint from the client. Re-projection of the textured depth map in TIM
can satisfy user requests for rendering in the client. In order to achieve an interactive
frame rate at the client side and to reduce the workload of the server, a client side
cache system is designed to reconstruct in-between screen shots from previously rendered
results sparsely provided by the server. Experimental results show that the proposed
method is effective for network rendering.
By changing the projection plane and splitting the viewport into small blocks, Screen
Instance Map (SIM) is developed for arbitrary models with or without texture. The
implemented network rendering system can satisfy interactive rendering in the client.
Compared with existing methods, the new method needs virtually no additional storage
space for the server and supports a wide range of inputs other than meshes.
Finally, computation of camera frames for the virtual camera control is studied as a part
of the network rendering system. A new Single Reflection method (SRM) to solve the
rotation-minimizing directed frame (RMDF) problem is proposed and it is shown that
the method is more robust and twice as fast than the existing method. Based on the
new method, a simple and effective scheme for camera frames interpolation is devised.
The methods and concepts introduced in this thesis are useful and effective for interactive
network rendering. The TIM and SIM methods can be applied to network rendering for models with or without texture. The SRM method is essential for real-time camera
frame computation and its extension can be applied to user interaction for viewing
virtual environments. / published_or_final_version / Computer Science / Doctoral / Doctor of Philosophy
Identifer | oai:union.ndltd.org:HKU/oai:hub.hku.hk:10722/167220 |
Date | January 2012 |
Creators | Cao, Li, 曹力 |
Contributors | Wang, WP |
Publisher | The University of Hong Kong (Pokfulam, Hong Kong) |
Source Sets | Hong Kong University Theses |
Language | English |
Detected Language | English |
Type | PG_Thesis |
Source | http://hub.hku.hk/bib/B48199448 |
Rights | The author retains all proprietary rights, (such as patent rights) and the right to use in future works., Creative Commons: Attribution 3.0 Hong Kong License |
Relation | HKU Theses Online (HKUTO) |
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