Vision-Degree-Driven Loading Strategy for Real-Time Large-Scale Scene Rendering
Abstract
1. Introduction
2. Related Works
2.1. Traditional LOD-Based Approaches
2.2. Spatial Partitioning-Based Approaches
2.3. Semantic-Driven Approaches
3. Methods
3.1. Vision Degree
3.2. VD-Based Loading Strategy
Algorithm 1 Optimize update list based on VD |
Require: Update list: , average VD: , maximum number of updates: , minimum fine level: |
Ensure: Optimized update list: |
1: Number of updates: |
2: Number not traversed: |
3: while do |
4: |
5: if then |
6: if then |
7: if then |
8: |
9: |
10: |
11: else |
12: |
13: |
14: |
15: end if |
16: else |
17: |
18: end if |
19: end if |
20: end while |
3.3. Compensation Factor for AO Optimization
3.4. Local Optimal Initial Viewpoint Selection
- The bounding sphere of the scene is initially computed based on its geometric characteristics. An optimized bounding sphere is then generated by reducing the initial radius by 50%.
- Select the upper hemisphere on a surface ring to from the xoz plane.
- A range of is randomly selected as a window on the surface ring and subdivided evenly into discrete viewpoints.
- The optimized initial viewpoint selection algorithm employs the average distance from scene objects to the viewpoint as a spatial relevance metric, aiming to maximize scene coverage in the vicinity of the viewpoint.
- Based on the computed locally optimal initial viewpoint, the model list within the viewpoint is retrieved, and model LOD and loading priorities are dynamically adjusted according to VD.
4. Results
4.1. Test Scenes
4.2. Test Results
4.2.1. Initial Loading Time
4.2.2. Frame Rate
4.2.3. Compensation Factor for AO Effects
5. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Scene/Parameter | Size | Number of Triangles in lod0/L21 |
---|---|---|
City A | 63.5 GB | 240 million |
City B | 10.7 GB | 30 million |
Mode/Scene | City A | City B |
---|---|---|
ID | 107.4 s | 91.0 s |
ID with initial viewpoint selection | 35.2 s | 46.3 s |
VD (Ours) | 85.2 s | 69.0 s |
VD with initial viewpoint selection (Ours) | 26.7 s | 34.0 s |
Scene | PSNR | SSIM | FPS (Initial) | FPS (Viewpoint Section) | FPS (Roaming) |
---|---|---|---|---|---|
City A (ID) | 34.391 | 0.870 | 4.62 | 23.41 | 19.10 |
City A (VD) | 34.792 | 0.865 | 13.95 | 37.26 | 30.02 |
City B (ID) | 34.806 | 0.863 | 11.12 | 22.43 | 20.91 |
City B (VD) | 33.951 | 0.836 | 18.2 | 40.20 | 31.42 |
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Ding, Y.; Song, Y. Vision-Degree-Driven Loading Strategy for Real-Time Large-Scale Scene Rendering. Computers 2025, 14, 260. https://doi.org/10.3390/computers14070260
Ding Y, Song Y. Vision-Degree-Driven Loading Strategy for Real-Time Large-Scale Scene Rendering. Computers. 2025; 14(7):260. https://doi.org/10.3390/computers14070260
Chicago/Turabian StyleDing, Yu, and Ying Song. 2025. "Vision-Degree-Driven Loading Strategy for Real-Time Large-Scale Scene Rendering" Computers 14, no. 7: 260. https://doi.org/10.3390/computers14070260
APA StyleDing, Y., & Song, Y. (2025). Vision-Degree-Driven Loading Strategy for Real-Time Large-Scale Scene Rendering. Computers, 14(7), 260. https://doi.org/10.3390/computers14070260