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Exact from-region visibility culling

机译:精确的区域可见性剔除

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To pre-process a scene for the purpose of visibility culling during walkthroughs it is necessary to solve visibility from all the elements of a finite partition of viewpoint space. Many conservative and approximate solutions have been developed that solve for visibility rapidly. The idealised exact solution for general 3D scenes has often been regarded as computationally intractable. Our exact algorithm for finding the visible polygons in a scene from a region is a computationally tractable pre-process that can handle scenes of the order of millions of polygons.The essence of our idea is to represent 3-D polygons and the stabbing lines connecting them in a 5-D Euclidean space derived from Plucker space and then to perform geometric subtractions of occluded lines from the set of potential stabbing lines. We have built a query architecture around this query algorithm that allows for its practical application to large scenes.We have tested the algorithm on two different types ofscene: despite a large constant computational overhead, it is highly scalable, with a time dependency close to linear in the output produced.
机译:为了在遍历过程中清除可见性而对场景进行预处理,必须从视点空间的有限分区的所有元素中解决可见性。已经开发了许多保守的和近似的解决方案,这些解决方案可以快速解决可见性问题。对于一般3D场景,理想化的 exact 解决方案通常被认为在计算上很棘手。我们从区域中查找场景中可见多边形的确切算法是可处理的易处理的预处理程序,可以处理数百万个多边形的场景。我们的思想的实质是表示3-D多边形和连接线的刺线将它们放在从 Plucker 空间派生的5-D欧几里得空间中,然后从潜在的刺入线集合中进行遮挡线的几何减法。我们围绕该查询算法构建了查询体系结构,该查询算法可将其实际应用到大型场景中。我们已经在两种不同类型的场景中测试了该算法:尽管计算量较大,但可扩展性很高,在产生的输出中时间依赖性接近线性。

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