视锥剔除优化

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视锥剔除优化

  1. 基本相交测试. 只需要测试包围盒的两个角(这个几乎所有人都做了)

  2. 平面连续测试. 根据上次测试的结果来优化用于测试的平面顺序

  3. 八分体测试. 对于对称的视锥体可以减少一半的测试

  4. 父子测试. 对于有父子关系的包围盒, 父在内则子在内, 父在外则子在外, 父相交则需要递归测试(四叉/八叉之类的肯定也做过了)

  5. 变换连续测试. 根据移动和旋转的方向来优化测试. 如上一帧在外的处于移动方向的相反方向的话, 这帧肯定也在外面.

  6. 雷达测试(Gems5). 适用于包围体为球形的情况.

References

There is a lot of material out there and you may want to explore it further, so here are a few pointers both for printed material as well as online stuff.

The book from Moller and Haines, Real-Time Rendering 2nd ed., is a very complete source of information.

Assarson and Moller wrote an article on this subject Optimized View Frustum Culling Algorithms for Bounding Boxes, published in the Journal of Graphic Tools where most of the optimizations mentioned here are presented.

The document from Gribb and Hartmann, entitled Fast Extraction of Viewing Frustum Planes from the World- View-Projection Matrix has been around for some time and explores the extraction phase of the view frustum planes both for OpenGL (as detailed in this tutorial) and Direct3D.

Mark Morley had a document called Frustum Culling in OpenGL, but I can’t find it anymore. It used to be here.

Daniel Sýkora and Josef Jelínek have published a work entitled Efficient View Frustum Culling where besides providing information about the view frustum culling process, also provide test results on some optimizations.

Eric Lengyel, in the book Mathematics for 3D game programming and Computer Graphics has a section on plane extraction.

Dion Picco has written an article for Flipcode called Frustum Culling where some optimizations for the testing phase are discussed.

Game Programming Gems 5 has an article by Frank Puig Placeres, entitled “Improved Frustum Culling” where the “radar approach” is introduced.

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