Rendering of large 3D models for online entertainment

  • Authors:
  • Zhi Zheng;Tony K. Y. Chan;Edmond C. Prakash

  • Affiliations:
  • Nanyang Technological University, Singapore;Nanyang Technological University, Singapore;Nanyang Technological University, Singapore

  • Venue:
  • Proceedings of the 2006 international conference on Game research and development
  • Year:
  • 2006

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Abstract

There is a great demand for rich 3D content for online entertainment today. The challenge is to interactively render very large 3D models and environments on the network. For a client-server based rendering system, where the server manages the complete model and the client only maintains and renders a necessary portion of the model, one major obstacle in achieving interactivity is the network latency. In this paper, we propose a predictive parallel strategy to overcome the network latency for client-server based view-dependent multiresolution rendering systems. Our solution is to make the client process and the server process run in parallel, using the rendering time to cover the network latency. For networks with long round-trip times, we manage to overlap the network latencies for multiple frames. A view-parameters prediction mechanism is developed to make the parallelism of the client and the server feasible. Our approach does not impose extra memory requirement on the client, and can achieve an interactive frame rate while keeping an acceptable rendering quality for large triangle models over networks with relatively long round-trip time.