高效地使用BlobTree进行渲染

M. Fox, C. Galbraith, B. Wyvill
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引用次数: 12

摘要

隐式曲面建模系统的主要应用之一是生成卡通人物。最近,附加的建模方法已经与隐式曲面相结合,以创建更复杂的模型。这些方法包括构造实体几何(CSG)、翘曲和二维纹理映射(等等)。引入BlobTree是为了将所有这些元素组织到一个单一的结构中,该结构允许以通用和直观的方式对这些技术中的每一种进行本地和全局应用。BlobTree可以很好地快速和直接地规范复杂的模型,但是当前的BlobTree实现并没有为效率而设计,并且在尝试渲染大型模型时表现不佳。在这项工作中,我们将既定的技术,如空间细分和树优化,应用于BlobTree。目标是在不限制BlobTree作为建模工具的功能的情况下提高渲染效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient use of the BlobTree for rendering purposes
One of the major applications of implicit surface modeling systems has been the generation of cartoon-like characters. Recently, additional modeling methods have been combined with implicit surfaces to create much more complex models. These methods include constructive solid geometry (CSG), warping, and two-dimensional texture mapping (among others). The BlobTree has been introduced to organize all of these elements into a single structure which allows both local and global applications of each of these techniques in a general and intuitive fashion. The BlobTree lends itself well to rapid and direct specification of complex models, however current implementations of the BlobTree have not been engineered for efficiency, and perform poorly when attempting to render large models. In this work we apply established techniques, such as spatial subdivision and tree optimization, to the BlobTree. The objective is to increase efficiency during rendering without restricting the functionality of the BlobTree as a modeling tool.
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