High-performance adaptive texture streaming and rendering of large 3D cities
Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addre...
Ausführliche Beschreibung
Autor*in: |
Zhang, Alex [verfasserIn] |
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Format: |
Artikel |
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Sprache: |
Englisch |
Erschienen: |
2021 |
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Schlagwörter: |
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Anmerkung: |
© The Author(s) 2021 |
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Übergeordnetes Werk: |
Enthalten in: The visual computer - Springer Berlin Heidelberg, 1985, 38(2021), 4 vom: 01. Juni, Seite 1245-1262 |
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Übergeordnetes Werk: |
volume:38 ; year:2021 ; number:4 ; day:01 ; month:06 ; pages:1245-1262 |
Links: |
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DOI / URN: |
10.1007/s00371-021-02152-z |
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Katalog-ID: |
OLC2078371653 |
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520 | |a Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. | ||
650 | 4 | |a Real-time rendering | |
650 | 4 | |a Texture streaming | |
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650 | 4 | |a 3D cities | |
700 | 1 | |a Chen, Kan |4 aut | |
700 | 1 | |a Johan, Henry |4 aut | |
700 | 1 | |a Erdt, Marius |4 aut | |
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10.1007/s00371-021-02152-z doi (DE-627)OLC2078371653 (DE-He213)s00371-021-02152-z-p DE-627 ger DE-627 rakwb eng 004 VZ Zhang, Alex verfasserin (orcid)0000-0002-5440-3994 aut High-performance adaptive texture streaming and rendering of large 3D cities 2021 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © The Author(s) 2021 Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. Real-time rendering Texture streaming Virtual texturing 3D cities Chen, Kan aut Johan, Henry aut Erdt, Marius aut Enthalten in The visual computer Springer Berlin Heidelberg, 1985 38(2021), 4 vom: 01. Juni, Seite 1245-1262 (DE-627)12917985X (DE-600)52035-4 (DE-576)014455897 0178-2789 nnns volume:38 year:2021 number:4 day:01 month:06 pages:1245-1262 https://doi.org/10.1007/s00371-021-02152-z lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-GWK GBV_ILN_267 GBV_ILN_2018 GBV_ILN_4277 AR 38 2021 4 01 06 1245-1262 |
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10.1007/s00371-021-02152-z doi (DE-627)OLC2078371653 (DE-He213)s00371-021-02152-z-p DE-627 ger DE-627 rakwb eng 004 VZ Zhang, Alex verfasserin (orcid)0000-0002-5440-3994 aut High-performance adaptive texture streaming and rendering of large 3D cities 2021 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © The Author(s) 2021 Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. Real-time rendering Texture streaming Virtual texturing 3D cities Chen, Kan aut Johan, Henry aut Erdt, Marius aut Enthalten in The visual computer Springer Berlin Heidelberg, 1985 38(2021), 4 vom: 01. Juni, Seite 1245-1262 (DE-627)12917985X (DE-600)52035-4 (DE-576)014455897 0178-2789 nnns volume:38 year:2021 number:4 day:01 month:06 pages:1245-1262 https://doi.org/10.1007/s00371-021-02152-z lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-GWK GBV_ILN_267 GBV_ILN_2018 GBV_ILN_4277 AR 38 2021 4 01 06 1245-1262 |
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10.1007/s00371-021-02152-z doi (DE-627)OLC2078371653 (DE-He213)s00371-021-02152-z-p DE-627 ger DE-627 rakwb eng 004 VZ Zhang, Alex verfasserin (orcid)0000-0002-5440-3994 aut High-performance adaptive texture streaming and rendering of large 3D cities 2021 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © The Author(s) 2021 Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. Real-time rendering Texture streaming Virtual texturing 3D cities Chen, Kan aut Johan, Henry aut Erdt, Marius aut Enthalten in The visual computer Springer Berlin Heidelberg, 1985 38(2021), 4 vom: 01. Juni, Seite 1245-1262 (DE-627)12917985X (DE-600)52035-4 (DE-576)014455897 0178-2789 nnns volume:38 year:2021 number:4 day:01 month:06 pages:1245-1262 https://doi.org/10.1007/s00371-021-02152-z lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-GWK GBV_ILN_267 GBV_ILN_2018 GBV_ILN_4277 AR 38 2021 4 01 06 1245-1262 |
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10.1007/s00371-021-02152-z doi (DE-627)OLC2078371653 (DE-He213)s00371-021-02152-z-p DE-627 ger DE-627 rakwb eng 004 VZ Zhang, Alex verfasserin (orcid)0000-0002-5440-3994 aut High-performance adaptive texture streaming and rendering of large 3D cities 2021 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © The Author(s) 2021 Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. Real-time rendering Texture streaming Virtual texturing 3D cities Chen, Kan aut Johan, Henry aut Erdt, Marius aut Enthalten in The visual computer Springer Berlin Heidelberg, 1985 38(2021), 4 vom: 01. Juni, Seite 1245-1262 (DE-627)12917985X (DE-600)52035-4 (DE-576)014455897 0178-2789 nnns volume:38 year:2021 number:4 day:01 month:06 pages:1245-1262 https://doi.org/10.1007/s00371-021-02152-z lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-GWK GBV_ILN_267 GBV_ILN_2018 GBV_ILN_4277 AR 38 2021 4 01 06 1245-1262 |
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10.1007/s00371-021-02152-z doi (DE-627)OLC2078371653 (DE-He213)s00371-021-02152-z-p DE-627 ger DE-627 rakwb eng 004 VZ Zhang, Alex verfasserin (orcid)0000-0002-5440-3994 aut High-performance adaptive texture streaming and rendering of large 3D cities 2021 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © The Author(s) 2021 Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. Real-time rendering Texture streaming Virtual texturing 3D cities Chen, Kan aut Johan, Henry aut Erdt, Marius aut Enthalten in The visual computer Springer Berlin Heidelberg, 1985 38(2021), 4 vom: 01. Juni, Seite 1245-1262 (DE-627)12917985X (DE-600)52035-4 (DE-576)014455897 0178-2789 nnns volume:38 year:2021 number:4 day:01 month:06 pages:1245-1262 https://doi.org/10.1007/s00371-021-02152-z lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT SSG-OLC-GWK GBV_ILN_267 GBV_ILN_2018 GBV_ILN_4277 AR 38 2021 4 01 06 1245-1262 |
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Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. © The Author(s) 2021 |
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Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. © The Author(s) 2021 |
abstract_unstemmed |
Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline. © The Author(s) 2021 |
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10.1007/s00371-021-02152-z |
up_date |
2024-07-03T20:07:50.023Z |
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<?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>01000caa a22002652 4500</leader><controlfield tag="001">OLC2078371653</controlfield><controlfield tag="003">DE-627</controlfield><controlfield tag="005">20230506041236.0</controlfield><controlfield tag="007">tu</controlfield><controlfield tag="008">221220s2021 xx ||||| 00| ||eng c</controlfield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.1007/s00371-021-02152-z</subfield><subfield code="2">doi</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-627)OLC2078371653</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-He213)s00371-021-02152-z-p</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-627</subfield><subfield code="b">ger</subfield><subfield code="c">DE-627</subfield><subfield code="e">rakwb</subfield></datafield><datafield tag="041" ind1=" " ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="082" ind1="0" ind2="4"><subfield code="a">004</subfield><subfield code="q">VZ</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Zhang, Alex</subfield><subfield code="e">verfasserin</subfield><subfield code="0">(orcid)0000-0002-5440-3994</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">High-performance adaptive texture streaming and rendering of large 3D cities</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="c">2021</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">Text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">ohne Hilfsmittel zu benutzen</subfield><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">Band</subfield><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">© The Author(s) 2021</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">Abstract We propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. 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