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Recent yearsin graphics area many rendering al-gorithms have been developed to support a newset ofdemanding applications.An efficient way to speed uprenderingis to avoid rendering geometry that cannotbe seen from current viewpoint,such as geometryoutside the current viewfrustumand obscured by ge-ometrythat is closer tothe current viewer.The hard-est part of the visibility culling problem is how toavoid rendering geometry whichis obscured by closergeometry.Our approach will focus on this.In thi… 相似文献
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Visibility determination is an i mportant task incomputer graphics.The goal of visibility determina-tion is to efficiently determine visible parts of themodel given a viewpoint and a viewing direction.Toachieve the output-sensitivity of the visibility algo-rithm,we exploit the idea of hierarchical adaptivebounding setting(HABS);it is used to effectivelydetermine a subset of potentially visible sets(PVS)objects.In addition,some flexible culling strategiestoi mprove frame rate per second are … 相似文献
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