首页 | 本学科首页   官方微博 | 高级检索  
     

三维游戏场景中动态物体的遮挡剔除算法
引用本文:季国红,方寿海,马尧海. 三维游戏场景中动态物体的遮挡剔除算法[J]. 微计算机信息, 2006, 22(19): 189-191
作者姓名:季国红  方寿海  马尧海
作者单位:南京工业大学信息科学与工程学院,江苏,南京,210009
摘    要:在游戏场景中使用遮挡剔除技术后会比不使用的场景提高30%到70%不等的FPS,所以应尽量将遮挡剔除技术加入到游戏引擎中,而且遮挡剔除技术并不是只能使用到portal引擎中,它可以被使用到任意技术构建的引擎中。而由于现存的遮挡剔除算法对动态物体达不到真正的剔除,本文提出了一种剔除场景中动态物体的算法——区间扫描线Z缓冲器算法,并阐述了该算法的基本原理及实现步骤。

关 键 词:游戏场景  动态物体  遮挡剔除  可见性  三维渲染
文章编号:1008-0570(2006)07-1-0189-03
修稿时间:2005-12-09

An Occlusion Culling Algorithm for Moving Objects in 3D Game Scene
Ji Guohong,Fang Shouhai,Ma Yaohai. An Occlusion Culling Algorithm for Moving Objects in 3D Game Scene[J]. Control & Automation, 2006, 22(19): 189-191
Authors:Ji Guohong  Fang Shouhai  Ma Yaohai
Abstract:Uses after the occlusion culling in game scene which the technology can compare does not use enhances 30% to 70%FPS, therefore will be supposed as far as possible to the occlusion culling technology joins to the game engine in, moreover it canuse in the portal engine, even could use in the engine which the free technical construction will construct. But because extant occlu-sion culling algorithm does not reach true culling to the moving objects, this article proposed one kind culling in the scene the mov-ing objects algorithm- sector scan line Z buffer algorithm, and elaborated this algorithm basic principle and the realization step.
Keywords:game scene    moving object   occlusion culling   visibility   3D Rendering
本文献已被 CNKI 万方数据 等数据库收录!
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号