3D Graphics
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Octree Partitioning Techniques
Octree Space Partitioning (OSP) algorithms are used for the correct representation of solid objects in a 3D environment, and are the basis for many modeling and render转载 2008-11-10 21:44:00 · 1349 阅读 · 0 评论 -
An Axis-Aligned Bounding Box (AABB) Sweep Test
Just like the name says, the faces of an axis-aligned bounding box are aligned with the coordinate axes of its parent frame (see Figure 3). In most cases AABBs can转载 2008-11-12 09:45:00 · 3034 阅读 · 1 评论 -
Occlusion Culling Algorithms
Excerpted from Real-Time Rendering (AK Peters, 1999) One of the great myths concerning computers is that one day we will have e转载 2008-11-11 13:44:00 · 1804 阅读 · 0 评论 -
Advanced Collision Detection Techniques
By Nick Bobic Gamasutra March 30, 2000 URL: http://www.gamasutra.com/features/20000330/bobic_01.htm Since the advent of computer games, programmers have continually dev转载 2008-11-11 13:50:00 · 1319 阅读 · 0 评论 -
八叉树三维数据结构
(一)基本原理 用八叉树来表示三维形体,并研究在这种表示下的各种操作及应用是在进入80年代后才比较全面地开展起来的。这种方法,既可以看成是四叉树方法在三维空间的推广,也可以认为是用三维体素阵列表示形体方法的一种改进。 八叉树的逻辑结构如下: 假设要表示的形体V可以放在一个充分大的正方体C内,C的边长为2n,形体VC,它的八叉树可以用以下的递归方法来定义:转载 2008-11-10 21:43:00 · 1485 阅读 · 1 评论 -
多边形内点判断
伪算法: 设计数=0,要判断的点为p,多边形的每一边前后端点为i,j.一次遍历每一边, if i.y 求 i->j->p的叉乘=re if (re == 0) return true if (re > 0) 计数+1 if (re 如果 计数=0 return false否则 return true转载 2008-11-18 13:50:00 · 566 阅读 · 0 评论 -
The Full Spectrum Warrior Camera System
Camera systems are among the most important systems in any game. After all, the camera is the window through which the player interacts with the simulated world. Unfortunately, the camera syst转载 2008-12-03 17:30:00 · 1591 阅读 · 0 评论