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首页> 外文期刊>Computer Graphics Forum: Journal of the European Association for Computer Graphics >Dynamic Polygon Visibility Ordering for Head-Slaved Viewing in Virtual Environments
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Dynamic Polygon Visibility Ordering for Head-Slaved Viewing in Virtual Environments

机译:虚拟环境中头戴式视图的动态多边形可见性排序

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This paper presents an approach to visibility called the Viewpoint Movement Space (VpMS) algorithm which supports the concept of dynamic polygon visibility ordering for head-slaved viewing in virtual environments (VE). The central idea of the approach is that the visibility, in terms of back-to-front polygon visibility ordering, does not change dramatically as the viewpoint moves. Moreover,it is possible to construct a partition of the space into cells, where for each cell the ordering is invariant. As the viewpoint moves across a cell boundary typically only a small and predictable change is made to the visibility ordering. The cost to perform this operation represents a notable reduction when compared with the cost of resolving the visibility information from the BSP tree where the classification of the viewpoint with every node plane has to be performed. The paper demonstrated how the subdivision into such cells can represent the basic source for an acceleration of the rendering process. We also discuss how the same supportive data structure can be exploited to solve other tasks in the graphics pipeline.
机译:本文提出了一种称为“视点移动空间”(VpMS)算法的可见性方法,该算法支持在虚拟环境(VE)中用于从属观察的动态多边形可见性排序的概念。该方法的中心思想是,从后到前的多边形可见性排序,可见性不会随视点移动而发生显着变化。此外,可以将空间划分为多个单元,其中对于每个单元,顺序是不变的。当视点跨细胞边界移动时,通常只会对可见性顺序进行小的可预测的更改。与从必须执行每个节点平面的视点分类的BSP树解析可见性信息的成本相比,执行此操作的成本显着降低。该论文演示了细分为这样的单元如何代表加速渲染过程的基本来源。我们还将讨论如何利用相同的支持数据结构来解决图形管道中的其他任务。

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