Hierarchical geometric models for visible surface algorithms

James H. Clark
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引用次数: 59

Abstract

The research described in this paper addresses the problems associated with the design of systems for efficiently producing computer-generated pictures and picture sequences of very complex, three-dimensional environments. The thesis of the research is that the geometric structure inherent in the definition of the shapes of three-dimensional objects and environments must be used not just to define their relative motion and placement but also to assist in solving many other problems of systems for producing pictures by computer.The implications are that by using an extension of traditional structure information, or a geometric hierarchy, five significant improvements to current techniques are possible. First, the range of complexity of an environment is greatly increased while the visible complexity of any given scene is kept within a fixed upper limit. Second, a meaningful way is provided to vary the amount of detail presented in a scene both according to the screen area occupied by the objects in the scene and according to camera and object motions. Third, by using the geometric hierarchy, "clipping" becomes a very fast logarithmic search for the resolvable parts of the environment within the field-of-view. Fourth, by using this positional hierarchy in conjunction with a storage hierarchy of the sort used in virtual memory computing systems, frame-to-frame coherence and clipping define a graphical "working set", or fraction of the total structure that should be present in primary store for immediate access by the visible-surface algorithms. Finally, the proposed structural framework suggests a new recursive descent visible-surface algorithm in which the computation time grows almost linearly with a scene's visible complexity rather than as a worse than linear function of its object-space complexity.
可见曲面算法的层次几何模型
本文描述的研究解决了与系统设计相关的问题,这些问题可以有效地产生非常复杂的三维环境的计算机生成的图像和图像序列。本研究的主旨是,三维物体和环境的形状定义中固有的几何结构不仅必须用于定义它们的相对运动和位置,而且还必须用于帮助解决计算机图像生成系统的许多其他问题。这意味着,通过使用传统结构信息的扩展或几何层次,可以对当前技术进行五项重大改进。首先,大大增加了环境的复杂性范围,同时将任何给定场景的可见复杂性保持在固定的上限内。其次,提供了一种有意义的方法来根据场景中物体所占据的屏幕面积以及根据相机和物体的运动来改变场景中呈现的细节量。第三,通过使用几何层次,“裁剪”成为一个非常快速的对数搜索,在视野范围内的环境的可解析部分。第四,通过将这种位置层次结构与虚拟内存计算系统中使用的存储层次结构结合使用,帧对帧的一致性和裁剪定义了一个图形化的“工作集”,或者说是总结构的一部分,它应该存在于主存储中,以便可视表面算法立即访问。最后,提出了一种新的递归下降可见曲面算法,该算法的计算时间几乎与场景的可见复杂度呈线性增长,而不是与目标空间复杂度呈线性增长。
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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