检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
机构地区:[1]暨南大学计算机系,广州510632
出 处:《微计算机应用》2009年第12期18-22,共5页Microcomputer Applications
摘 要:在常用视截体裁剪算法的基础上本文提出了一种新的视截体裁剪算法。通过由顶点发射出的射线与视截体六个平面的位置关系来判断该点是否在视截体内。常用的算法需要计算顶点到平面的距离,而新算法只需要判断顶点发出的射线与平面的相交情况,所以需要的计算量比常用的视截体裁剪算法要少,计算过程更直观。同时游戏层次采用常见的八叉树分割方式,将其分割成一颗八叉树,其中每个结点是一个立方体(即包围盒),这给视截体裁剪带来方便。This paper puts forward a new frustum culling algorithm base on the frequently - used one. It decides whether the node is in the frustum or not by points of intersection. The points of intersection are composed by the ray of vertexes and six planes. The frequent- ly -used culling algorithm needs to compute the distance between points and planes,but the new one only needs to check the intersection between ray of vertexes and planes. It requires less computation than the frequently - used culling algorithm. Computational process is more intuitive. At the same time game level is divided by octree. Each node of the octree is a cube( also hounding box), which makes frustum more convenient.
分 类 号:TP391.41[自动化与计算机技术—计算机应用技术] O632.12[自动化与计算机技术—计算机科学与技术]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.4