改进的z-buffer CSG渲染算法

Nigel Stewart, G. Leach, S. John
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引用次数: 46

摘要

我们提出了一种改进的基于z缓冲区的CSG渲染算法,该算法基于先前使用基于z缓冲区奇偶校验的表面裁剪技术。我们表明,虽然这种类型的算法已经被报道为需要O(),(其中是原语的数量),但O()(其中是深度复杂度)算法可以被替代。对于小于此值的情况,可以转换为显著的性能增益。CR分类:I.3.5[计算方法]:计算机图形学-构造立体几何(CSG) I.3.3[计算方法]:计算机图形学-显示算法I.3.1[计算方法]:计算机图形学-硬件体系结构
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An improved z-buffer CSG rendering algorithm
We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O( ), (where is the number of primitives), an O( ) (where is depth complexity) algorithm may be substituted. For cases where is less than this translates into a significant performance gain. CR Categories: I.3.5 [Computing Methodologies]: Computer Graphics—Constructive solid geometry (CSG) I.3.3 [Computing Methodologies]: Computer Graphics—Display Algorithms I.3.1 [Computing Methodologies]: Computer Graphics—Hardware Architecture
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