Efficient Rendering of Digital Twins Consisting of Both Static And Dynamic Data
Keywords: Digital Twin, Rendering, GPU, Urban Morphology, Memory Management, Vegetation
Abstract. The high number of vertices and faces present in a digital twin of a large scene poses a challenge when executing large-scale simulations that require the data to be rendered multiple times with slight changes such as the light conditions in a day-night cycle during a long period of time (weeks and even months). Adding urban morphology such as tree planting introduces a new layer of complexity due to the requirement for evaluating different tree configurations and their effect on the local environment in the context of urban heat islands. Using advanced rendering techniques such as splitting a single buffer into sub-regions with inplace updates as well as buffer orphaning multiple methodologies are evaluated.