隐式四维曲面的点绘制

R. Balsys, K. Suffern
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引用次数: 3

摘要

我们提出了一种基于点的渲染算法,该算法使用超立方体在四维体中执行空间细分。利用四维函数区间排除测试来提高四维隐曲面的渲染速度。使用四维正交基函数定义四维相机,它将等距或透视视图投影到四维平面上以供观看。该技术需要评估四维隐式表面函数和梯度来渲染阴影图像。该技术还允许使用在4D空间中修改的z缓冲区来消除隐藏表面。我们给出了它在渲染一些4D表面使用的例子,并讨论了该技术的问题。该算法可以推广到更高的维度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Point Based Rendering of Implicit 4-Dimensional Surfaces
We present a point based rendering algorithm that uses hyper-cubes to perform spatial subdivision in a 4D volume. A 4D function interval exclusion test is used to speed up the rendering of 4D Implicit surfaces in this hyper-volume. A 4D orthonormal basis function is used to define a 4D camera, which projects isometric or perspective views onto a plane in 4D for viewing. The technique requires evaluations of 4D implicit surface functions and gradients to render shaded images. The technique also allows for hidden surface elimination using a z-buffer modified for use in a 4D space. We give examples of its use in rendering some 4D surfaces and discuss problems with the technique. The algorithm can be generalised to higher dimensions.
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