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Visibility Culling Algorithm with Hierarchical Adaptive Bounding Setting
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作者 郑福仁 李凤霞 +1 位作者 战守义 杨兵 《Journal of Beijing Institute of Technology》 EI CAS 2006年第1期76-80,共5页
Hierarchical adaptive bounding setting (HABS), a novel algorithm to reduce potentially visible set, is designed to be Used for various geometry shape character in complex simulation scene to greatly improve geometry... Hierarchical adaptive bounding setting (HABS), a novel algorithm to reduce potentially visible set, is designed to be Used for various geometry shape character in complex simulation scene to greatly improve geometry spatial storage precision. A spatial hierarchy tree is used to represent the topology of the model, and then the visibility geometry set from the viewpoint is determined by processing the hierarchy tree and frustum detection. In this process, HABS improves the viewpoint-to-region visibility detection efficiently. The algorithm is well-suited for complex models whose shape characters are various. 展开更多
关键词 HABS visibility culling OCTREE adaptive bounding frustum
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View Dependent Sequential Point Trees
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作者 王文成 魏峰 吴恩华 《Journal of Computer Science & Technology》 SCIE EI CSCD 2006年第2期181-188,共8页
Sequential point trees provide the state-of-the-art technique for rendering point models, by re-arranging hierarchical points sequentially according to geometric errors running on GPU for fast rendering. This paper pr... Sequential point trees provide the state-of-the-art technique for rendering point models, by re-arranging hierarchical points sequentially according to geometric errors running on GPU for fast rendering. This paper presents a view dependent method to augment sequential point trees by embedding the hierarchical tree structures in the sequential list of hierarchical points. By the method, two kinds of indices are constructed to facilitate the points rendering in an order mostly from near to far and from coarse to fine. As a result, invisible points can be culled view-dependently in high efficiency for hardware acceleration, and at the same time, the advantage of sequential point trees could be still fully taken. Therefore, the new method can run much faster than the conventional sequential point trees, and the acceleration can be highly promoted particularly when the objects possess complex occlusion relationship and viewed closely because invisible points would be in a high percentage of the points at finer levels. 展开更多
关键词 view dependence visibility culling GPU point-based rendering real time rendering
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