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- The storage, look-up and view frustum culling of nodes in 3D scene are the key problems which effect the rendering efficiency in large scale scene. 在大规模场景渲染过程中,场景中节点的存储、查找,以及视域剔除是影响渲染速度的重要因素。
- The dynamic management of landscape data is achieved with the view frustum culling technology and quadtree searching algorithm based on resolution-testing. 利用视景体裁剪,基于分辨率测试的四叉树搜索算法实现了大场景数据的动态管理。其中重点对可见区分辨率进行调整,使渲染的数据块适中。
- With view frustum culling based on nodes of block, triangle strip optimizing, cracks elimination and geomorphing, the efficiency and effect of the method are greatly increased. 基于块节点的视景体裁剪、三角形条组织以及边界裂缝消除、视觉光滑处理等手段的运用,提高了地形漫游的效率与可视化效果。
- Fast Rendering Method Based on View Frustum Culling and Image Caching 基于视域剔除和图像缓存技术的复杂场景快速绘制方法
- View frustum culling 视见体裁剪
- The use of triangle strips and quickly culling faces outside the view frustum also contributed to fast rendering of terrain surface. 为进一步提高绘制速度,算法中使用了条带结构,并对视区外的部分实现快速裁剪。
- Tests the given box against the view frustum. 测试给定的方体在摄像头的可视范围。
- Tests the given sphere against the view frustum. 测试给定的球体在摄像头的可视范围。
- This will help the 3D engine's performance by doing per-object frustum culling. 此举有助于3D引擎对对象的层次视锥剔除运算。
- Given thecurrent view frustum, compute the visible geometry. 给定当前视景体,计算可见几何体。
- Faces can be culled using a number of techniques including back face, view frustum, and occlusion culling. 可以使用许多方法来剔除面,包括背面剔除、视图截锥剔除和遮面剔除。
- In real-time rendering phase, view-dependent frustum culling and backface clipping are performed;different regions are rendered using point or triangle according to their distance from viewpoint. 在实时绘制阶段,进行视相关的裁剪和背面剔除,不同子块按视点距离分别由三角形或点进行绘制。
- All vertices are clipped by the back plane of the viewing frustum. 所有顶点都被视图截锥的后平面所剪辑。
- All vertices are clipped by the front plane of the viewing frustum. 所有顶点都被视图截锥的前平面所剪辑。
- All vertices are clipped by the left plane of the viewing frustum. 所有顶点都被视图截锥的左平面所剪裁。
- All vertices are clipped by the right plane of the viewing frustum. 所有顶点都被视图截锥的右平面所剪裁。
- All vertices are clipped by the top plane of the viewing frustum. 所有顶点都被视图截锥的顶平面所剪裁。
- All remaining patches are culled against the viewing frustum. 剩下的缀片通过视见体进行剔除。
- In addition, basic rasterizer operations always include: clipping (to the view frustum), perspective divide, and the viewport Scale. 通常基本的光栅化操作包括:裁减(对于视锥而言),透视变换和视口变换。
- Another is used to load the sub-terrains needed during the follow rendering from second memory according to the movement of view frustum. 调度线程主要实现基于视景体顶点位置判断的子地形数据块的预调度。