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Estatística
Título: REAL-TIME LABEL VISUALIZATION IN MASSIVE MODELS OBJECTS
Autor: RENATO DERIS PRADO
Colaborador(es): ALBERTO BARBOSA RAPOSO - Orientador
Catalogação: 11/OUT/2013 Língua(s): PORTUGUESE - BRAZIL
Tipo: TEXT Subtipo: THESIS
Notas: [pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
[en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=22146&idi=1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=22146&idi=2
DOI: https://doi.org/10.17771/PUCRio.acad.22146
Resumo:
Virtual Labels are used in computer graphics applications to represent textual information arranged on geometric surfaces. Such information consists of names, numbering, or other relevant data that need to be noticed quickly when a user scans the objects in the scene. This paper focuses on the so-called massive models, as CAD models (Computer Aided Design) of oil refineries, which have a large number of geometric primitives whose rendering presents a high computational cost. In large engineering projects, the immediate visualization of information specific to each object or parts of the model is desirable, which, if displayed by conventional texturing techniques can extrapolate the available computational resources. In this work we have developed a way to view, in real time, virtual labels with different information on the surfaces of objects in massive models. The technique is implemented entirely on the GPU, shows no significant loss of performance and low memory cost. CAD models objects are the main focus of the work, although the solution can be used in other types of objects once their texture coordinates are adjusted correctly.
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