摘要
提出了一种基于视域剪裁的三维场景快速消隐算法。对于场景中每个物体,通过判断其最小闭包长方体是否和视域相交,以决定是否绘制此物体。在我们的算法中,视域被抽象成一个近似方锥。这种近似并不影响判断效果,而算法的逻辑得到了极大的简化,速度得到了很大提高。在每一次相交判断中,只需进行乘法和加法运算。因为此算法数据结构简单,可以和其他基于层次遮挡的消隐算法一起使用。由于算法逻辑简单,适合采用硬件实现。
A new fast culling algorithm is presented in this thesis. For each object in a scene, if its round box intersects with the view volume, it should be rendered. Since the view volume is abstracted to an approximated pyramid, the judging speed gets massive boosted. In the judging process no trigonometric function is needed. The simple data structure makes the method cooperate with other culling methods well. It can be implemented by hardware easily.
出处
《系统仿真学报》
CAS
CSCD
2001年第S2期177-179,214,共4页
Journal of System Simulation
关键词
消隐算法
视域
BSP树
层次遮挡图
闭包长方体
culling method
view volume
BSP tree
hierarchical occluding map
closure cuboid