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Constant Time Queries on Uniformly Distributed Points on a Hemisphere

机译:半球上均匀分布点的恒定时间查询

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A set of uniformly distributed points on a hemisphere is generated using a popular method based on triangle subdivision. In computer graphics applications, each data point (for example, representing a direction from a point on a surface) is typically associated with additional information (for example, a radiance value). Given an arbitrary query point on the hemisphere, we require the nearest data point from the given distribution. An algorithm is presented that finds the data point in constant time, independently of the number of original points in the distribution. A portion of the hemisphere is rendered such that each point in the distribution has an associated set of quadrilaterals rendered with a unique color index for that point. The frame-buffer for the rendered hemisphere portion can be stored in off-screen memory. Any query point can be projected into this off-screen frame buffer, projected to a 'pixel' location, and the color index stored at this pixel location found. This color index is a lookup into an array of the original data points. This algorithm is presented in detail, and an illustrative implementation in OpenGL is described. The sample code is available at the website given at the end of this paper.
机译:使用基于三角形细分的流行方法在半球上生成一组均匀分布的点。在计算机图形应用程序中,每个数据点(例如,表示从一个表面上的点开始的方向)通常与其他信息(例如,辐射值)关联。给定半球上的任意查询点,我们需要距给定分布最近的数据点。提出了一种算法,该算法可以在恒定时间内找到数据点,而与分布中原始点的数量无关。渲染半球的一部分,以使分布中的每个点都具有一组关联的四边形,并用该点的唯一颜色索引进行渲染。渲染的半球部分的帧缓冲区可以存储在屏幕外的内存中。任何查询点都可以投影到该屏幕外帧缓冲区中,投影到“像素”位置,并找到存储在该像素位置的颜色索引。此颜色索引是对原始数据点数组的查找。详细介绍了该算法,并介绍了OpenGL中的示例性实现。示例代码可在本文末尾提供的网站上找到。

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