摘要
通过将场景元素详细分类,以及应用各种数据结构,实现大量数据的有序管理。场景节点 通过坐标变换组织成为一个树结构。模型,材质和贴图等实际渲染数据通过链表,哈希表结构来管 理,最后给出这些场景元素如何传递到绘制流水线中。
There are numerous data managed in 3D graphics engines. In this paper, the entire scene is tarred into many elements which are managed by various data structures, leading to an effective scene manager. All the nodes connected by coordinate transformation are managed by a tree structure. The rendering resources like models, materials and textures are managed by chain structures and hash table structures. This paper also shows how all these elements are imported into the rendering pipeline.
出处
《常熟理工学院学报》
2005年第6期61-64,共4页
Journal of Changshu Institute of Technology
关键词
3D图形引擎
游戏引擎
场号管理
坐标变换
3D graphics engine
game engine
scene manager
coordinate transformation