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Description: 基于opengl实现的三维视锥裁减的一个小示例。由这个示例可以看出视锥体裁减对于提高显示速度的重要性。-on opengl achieve 3D cone reduction of a small sample. From this example can be seen as the cone reduction in the rate of increase shows importance.
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Size: 8192 |
Author: 李四 |
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Description: 地形漫游在仿真、模拟、虚拟现实等领域中有着广泛应用. 大规模地形的实时漫游算法一般采用视见体裁剪和与视点相关的连续细节层次等技术来减少实际绘制的地形数据量. 通过地形分块和视见体投影三角形扫描算法实现快速裁剪, 通过调整顶点的高度值消除裂缝, 通过基于三角形的四叉分割实现连续细节层次地形简化, 简化了算法实现, 提高了算法效率. 在没有利用帧连贯性的情况下, 算法可以在PC 机上实现较大规模地形的快速交互式漫游.-Roaming terrain in the simulation, simulation, virtual reality and other areas has a broad application. Large-scale real-time roaming terrain algorithm generally see as frustum culling and view-dependent continuous level of detail, such as techniques to reduce the actual rendering of terrain data. Through the terrain block and visually see the projector triangle body scan algorithm for fast cutting, by adjusting the height of peak value of the elimination of cracks in a triangle-based quadtree segmentation realize Continuous Level of Detail Terrain simplification simplified algorithm, improve the efficiency of the algorithm. In the absence of the use of frame coherence, the algorithm can realize in the PC, the rapid large-scale interactive roaming terrain.
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Size: 252928 |
Author: 万方 |
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Description: 基于XNA的可见性剔除测试(Frustum View Culling)源代码-Based on the XNA removed visibility test (Frustum View Culling) source code
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Size: 484352 |
Author: 肖海 |
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Description: 现在的HSR算法基本上可以分为四种:backface culling、frustum culling、portal culling、occlusion culling。-HSR algorithm is basically divided into four: backface culling, frustum culling, portal culling, occlusion culling.
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Size: 4096 |
Author: renmo80 |
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Description: frustum culling helper class for opengl vison volume plane extraction
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Size: 8192 |
Author: skyde |
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Description: opengl 视锥裁剪算法。对OpENGL加速适时渲染的最基本算法。-OPENGL frustum culling
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Size: 53248 |
Author: cao |
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Description: Engine Introduction
Many people have asked me for the DirectX demo C++ source code, so here it is. The Demo framework I ve build for creating the demos consist of the following components:
* Kernel system, with scene manager, camera and simple culling.
* Model loading (.x files) and collision detection. I ve made my models with Delgine and exported to .x file.
* The usual frustum, resource, log classes etc.
* Rendering with HLSL shader (no fixed function pipeline drawing).
* Cube and stencil shadows. Environment mapping onto object.
* Settings manager for parsing simple setup data from text file.
* HUD elements and UI buttons.
* Simple emitter system for smoke and fire effects.
* Screen distort effects (haze effects etc).
* Skybox and clouds, just to avoid a blue/black background.
* ODE physic integration so we can throw around with simple objects.
* TODO: Skinning animations, add level editor, and a lot more ...
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Size: 17540096 |
Author: bokyaw |
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Description: 数据结构排序算法,透视投影是3D固定流水线的重要组成部分,是将相机空间中的点从视锥体(frustum)变换到规则观察体(Canonical View Volume)中,待裁剪完毕后进行透视除法的行为。在算法中它是通过透视矩阵乘法和透视除法两步完成的。
透视投影变换是令很多刚刚进入3D图形领域的开发人员感到迷惑乃至神秘的一个图形技术。其中的理解困难在于步骤繁琐,对一些基础知识过分依赖,一旦对它们中的任何地方感到陌生,立刻导致理解停止不前。-Data structures sorting algorithm, 3D perspective projection is an important part of the fixed line is to point the camera space, as the cone from (frustum) transform to observe the rules of body (Canonical View Volume) in perspective to be carried out after the cut division of behavior. In this algorithm, which is matrix multiplication and perspective through the perspective divide step completed. Perspective projection transformation is to make a lot of just entering the field of 3D graphics developers are confused and even a mysterious graphics. One difficulty is the understanding of complicated steps, over-reliance on some of the basics, once on any of them unfamiliar place, immediately led to understandable to a halt.
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Size: 86016 |
Author: robin |
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Description: 以OpenGL作api的视锥剪裁,对初学图形的很有帮助-frustum culling
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Size: 67584 |
Author: fendou |
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Description: 用frustum實現performance improving
用"N"(no culling)或"C"(culling)鍵切換有無culling,可看fps於console window-implement frustum culling
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Size: 222208 |
Author: amidofu |
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Description: 用frustum實現performance improving
用"N"(no culling)或"C"(culling)鍵切換有無culling,可看fps於console window-implement frustum culling
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Size: 222208 |
Author: amidofu |
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Description: Visualization Library 是一个 C++ 的中间件用来开发基于 OpenGL 2.1 的 2D/3D 应用程序,支持高级特性包括 OpenGL Shading 语言、帧缓冲对象、多目标渲染、Vertex 以及点阵缓冲对象、KdTree/AABB frustum culling 等等。提供一个基于 Unicode 的多语言文本引擎、高级纹理、DDS cubemaps, mipmaps, compressed textures, 等等。特别适合用来开发 3D/2D 的可视化、虚拟现实、可视化模拟、数据展现、多媒体程序以及具有特效的三维和两维的游戏。-Visualization Library is a C++ middleware for high-performance 2D and 3D graphics applications based on the industry standard OpenGL 1.x-4.x, designed to develop portable applications for the Windows, Linux and Mac OS X operating systems.
Visualization Library is currently used by professionals, researchers and students to develop all sorts of 2D and 3D applications.
Visualization Libray has been designed to be a fine-grained platform upon which a wide variety of highly-specialized 3D graphics applications can be effectively developed. Instead of abstracting the user from the underlying OpenGL API, Visualization Library stays as close as possible to it and defines a thin high-performance layer on top of it. The result is that many OpenGL functions and features have a 1 to 1 mapping to Visualization Library s classes.
You can think of Visualization Library as a toolkit that provides you with the power and flexibility of OpenGL within a light and user friendly C++ object orie
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Size: 22465536 |
Author: 李学艺 |
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Description: 一个Direct3d海洋demo.效果还不错,而且运用视景体实时裁剪.-a Direct3doscean demo.It has a great effect that using frustum culling.
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Size: 3547136 |
Author: 虹子 |
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Description: wolrdwind的学习总结,一共三篇,这篇主要讲解 LOD模型的补充说明,WW的渲染结构,WW启动过程,视域剔除,旋转变换,快速查找及定位的实现,摄像机类的一些需要注意的事项。-Matters wolrdwind study summary, a total of three, this mainly on the supplement LOD models, rendering the structure of the WW, WW boot process, view frustum culling, rotation transformation, quickly find and locate the realization of some kind of camera should be noted .
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Size: 920576 |
Author: ztt |
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Description: 1.LOD模型的补充说明
2.缓存机制
3.WW的渲染结构
4.WW启动过程
5.视域剔除
6.旋转变换-1.LOD model Additional information
2 cache mechanism
3.WW rendering structure
4.WW boot process
5. view frustum culling
6 rotation transformation
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Size: 176128 |
Author: ztt |
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Description: 现在的HSR算法基本上可以分为四种:backface culling,frustum culling,portal cul()
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Size: 3072 |
Author: camempc |
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