摘要
在大规模场景渲染过程中,场景中节点的存储、查找,以及视域剔除是影响渲染速度的重要因素。采用一种改进型四叉树算法存储和查找顶点,采用迭代算法替换了原有的递归生成算法,利用该四叉树算法实现了射线检测和视域剔除。实验结果表明,该方法能够有效提高室外场景的渲染帧数,利用它在视域剔除上能发挥本身的层次特性和编码的有序性优点,可以避免和减少视域剔除算法中大量直线与面相交的计算,提高视域剔除算法的效率。
The storage, look-up and view frustum culling of nodes in 3D scene are the key problems that affect the rendering efficiency in large scale scene. The paper introduced an improved quadtree algorithm to store and look up nodes and proposed an iterative algorithm in place of recursion algorithm. And we implemented the radial detection and viewed frustum culling based on this algorithm. The experimental results show that FPS is increased a lot in this way. The algorithm features in hierarchy of itself and sequence of coding, which avoids large computation in view frustum culling algorithm.
出处
《计算机应用》
CSCD
北大核心
2007年第9期2095-2096,2113,共3页
journal of Computer Applications
基金
信息产业部电子信息产业发展基金资助项目(2005688)
上海市重点学科建设项目(T0102)
关键词
四叉树
场景管理
迭代算法
视域剔除
quadtree
scene management
iterative algorithm
view frustum culling