Abstract
This paper presents a hybrid algorithm, LRZB, for real-time rendering of large complex scenes. The basic LRZB algorithm decomposes scenes into two sub-scenes, and uses z-buffering to render the low depth complexity set and ray casting to render the remainder. The basic LRZB works well for densely occluded scenes. Several techniques to enhance the ray casting component of basic LRZB algorithm are presented: lazy ray casting, object-oriented ray casting, selective lazy ray casting, and coherent octree traversal. Experiments demonstrate that LRZB can achieve 2-10 times speed-up for large complex scenes compared with conventional z-buffer rendering.LRZB is efficient, easy to implement, and amenable to parallelization, especially in distributed Grid environments.
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Han, X., Cremer, J., Wang, Z., Ni, J. (2004). LRZB, a Hybrid Algorithm of Local Ray-Casting and Z-Buffering for Large Geometric Datasets. In: Jin, H., Pan, Y., Xiao, N., Sun, J. (eds) Grid and Cooperative Computing - GCC 2004 Workshops. GCC 2004. Lecture Notes in Computer Science, vol 3252. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30207-0_88
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DOI: https://doi.org/10.1007/978-3-540-30207-0_88
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