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- Tests the given box against the view frustum. 测试给定的方体在摄像头的可视范围。
- Tests the given sphere against the view frustum. 测试给定的球体在摄像头的可视范围。
- All vertices are clipped by the back plane of the viewing frustum. 所有顶点都被视图截锥的后平面所剪辑。
- All vertices are clipped by the front plane of the viewing frustum. 所有顶点都被视图截锥的前平面所剪辑。
- All vertices are clipped by the left plane of the viewing frustum. 所有顶点都被视图截锥的左平面所剪裁。
- All vertices are clipped by the right plane of the viewing frustum. 所有顶点都被视图截锥的右平面所剪裁。
- All vertices are clipped by the top plane of the viewing frustum. 所有顶点都被视图截锥的顶平面所剪裁。
- All remaining patches are culled against the viewing frustum. 剩下的缀片通过视见体进行剔除。
- Given thecurrent view frustum, compute the visible geometry. 给定当前视景体,计算可见几何体。
- To do this we clip the patches' bounding boxes against all six sides of the viewing frustum. 我们用视见体的六个面去剪裁缀片的包围盒。
- To understand this, we must first take a brief look at the characteristics of the viewing frustum. 要理解这点,我们首先必须简要了解一下试图锥截体的特征。
- If the vertex is outside of the viewing frustum, it is stored in the destination vertex buffer in projection space coordinates. 如果顶点在视锥平截体外部,则会以投影空间坐标的形式将其存储在目标顶点缓冲区中。
- The viewing frustum has an origin (0,0) at the center of the screen, while screen coordinates have an origin at the upper left of the screen. 视图锥截体的原点(0,0)在屏幕中心,而屏幕坐标的则在屏幕的左上角。
- First a rectangle which covers the projection of the viewing frustum onto the ground plane is calculated.All patches outside that rectangle will surely not be visible. 首先计算一个包含了视见体在地形上的投影的矩形,该矩形外所有缀片为不可见。
- Faces can be culled using a number of techniques including back face, view frustum, and occlusion culling. 可以使用许多方法来剔除面,包括背面剔除、视图截锥剔除和遮面剔除。
- In addition, basic rasterizer operations always include: clipping (to the view frustum), perspective divide, and the viewport Scale. 通常基本的光栅化操作包括:裁减(对于视锥而言),透视变换和视口变换。
- The storage, look-up and view frustum culling of nodes in 3D scene are the key problems which effect the rendering efficiency in large scale scene. 在大规模场景渲染过程中,场景中节点的存储、查找,以及视域剔除是影响渲染速度的重要因素。
- The use of triangle strips and quickly culling faces outside the view frustum also contributed to fast rendering of terrain surface. 为进一步提高绘制速度,算法中使用了条带结构,并对视区外的部分实现快速裁剪。
- Another is used to load the sub-terrains needed during the follow rendering from second memory according to the movement of view frustum. 调度线程主要实现基于视景体顶点位置判断的子地形数据块的预调度。
- The dynamic management of landscape data is achieved with the view frustum culling technology and quadtree searching algorithm based on resolution-testing. 利用视景体裁剪,基于分辨率测试的四叉树搜索算法实现了大场景数据的动态管理。其中重点对可见区分辨率进行调整,使渲染的数据块适中。
