Комплексный анализ сцены и выбора уровней детализации тайлов. Сохранение информативности и повышение производительности процесса и видеокарты. Принципы сохранения разрешения текстуры тайла, предотвращение размытия или избыточной резкости изображения.
Аннотация к работе
Published in the Journal Electrotechnic and Computer Systems No.USING SIMPLIFIED GEOMETRY FOR CONCRETE SITES OF 3D-LANDSCAPE DETALIZATION Description of approach for selecting the level of detailing for sites of 3D-landscape by analyzing the scene and selecting the desired level of detailing for the tile, allowing to keep the information content and increase the performance of the CPU and GPU. The principles of conservation the resolution of texture for tile that prevents blur or sharpen of the image are given. Предложен подход к выбору уровня детализации для участков 3D-ландшафта за счет анализа сцены и выбора уровней детализации тайлов, что позволяет сохранить информативность и повысить производительность процессора и видеокарты. Анотація.Запропоновано підхід до вибору рівня деталізації для ділянок 3D-ландшафту, за рахунок аналізу сцени і вибору рівнів деталізації тайлів, що дозволяє зберегти інформативність та підвищити продуктивність процесора і відеокарти.It should be noted that each subsequent tile is partitioned into four parts (also tiles), etc. To choose the appropriate LOD is necessary that analyzer of detail takes into account that plots of the landscape (tiles) depending on the location of the camera (observer) should have a different LOD: closer plots should use tiles with high detail, and remote should use tiles with low detail Fig.1. Partition of the landscape contributes to the creation of the tree of tiles (quadtree) and the formation of geometry of tiles with different levels of detail for the entire surface with other objects of the world usually in the database Fig.2. Algorithm for selecting the desired detail for tiles analyzes the number of points occupied by tile on the screen, Fig. Knowing the number of pixels on the screen and the resolution of the texture, which is received from the server (e.g., server “Open-streetmap” (OSM) with a resolution of 256x256 pixels) must harmonize the texture resolution of the original with number of pixels H, in order to prevent degrading the image quality on the screen (e.g., blurring or sharpen).Thus, these calculations allow us to improve the operation of the analyzer of detail by matching the number of pixels of the original texture of tile which is coming from the map server that makes extensive use of the simplified geometry in remote areas of the image.