Path specification and path coherence

K. Shelley, D. Greenberg
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引用次数: 37

Abstract

This paper presents an interactive method for specifying a path in space and time through a three-dimensional environment. A sequence is generated by showing the series of views along the path. The sequence is previewed on a vector scope, and after it is interactively refined, each frame is rendered on a raster device. The path is represented by a B-spline to provide smooth, continuous motion. The timing along the path is also defined by a B-spline so that changes in velocity are smooth. The use of “path coherence” is introduced. The utilization of the available data from the a priori temporal and spatial path definition holds great promise for frame to frame coherence. The path coherence can be used to reduce the number of polygons which need to be considered in a viewed environment. This reduction makes the previewing of complex environments appear less cluttered. Furthermore, the computational expense of the culling and sorting operations in the visible line/surface determination is reduced. One sample usage of this is a tree-structured partitioned environment where the priority ordering of the environment must be changed only when the path crosses a partition boundary.
路径规范和路径一致性
本文提出了一种通过三维环境在空间和时间上指定路径的交互式方法。通过显示沿着路径的一系列视图来生成序列。序列在矢量范围内预览,在交互式改进之后,每个帧都在光栅设备上呈现。路径由b样条表示,以提供平滑、连续的运动。沿着路径的时间也由b样条定义,因此速度的变化是平滑的。介绍了“路径相干”的用法。利用先验时间和空间路径定义的可用数据为帧间相干性提供了很大的希望。路径相干性可以用来减少在观察环境中需要考虑的多边形的数量。这种减少使得复杂环境的预览看起来不那么混乱。此外,减少了在可见线/面确定中剔除和排序操作的计算开销。这种用法的一个示例是树形结构的分区环境,只有当路径跨越分区边界时,才必须更改环境的优先级顺序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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