摘要
BSP树是图形学领域中用来加速大规模场景计算的重要手段之一。经典BSP树的构造策略是以形体表面的三角形本身作为分割平面,使得树的复杂度非常高,预处理时间长,所以一般适合于室内场景的渲染或碰撞检测。这里针对由许多小模型组成的大规模室外场景的渲染,给出一种构造物体级BSP树并利用其进行渲染的方法。这种方法在视点改变时无需更改BSP树,在视野范围不大的情况下,可以极大地提高渲染速度。实验结果证明了这种方法的有效性。
BSP trees are one of the important methods to accelerate some computations for large-scale scenes in Computer Graphics.The classic stragedy to construct BSP trees is to use the triangular face as the partitioning plane,so that the trees have higher complexity and need longer preprocessing time.So,this stragedy is fit to indoor scenes' rendering or collision detection.Aiming at the rendering of large-scale outdoor scenes comprised of small models,this paper presents an approach to construct object-level BSP trees and use them for fast rendering.Under the case that the viewing field is limited,the approach can greatly accelerate the rendering process.The effectiveness of the approach is proved by experiments.
出处
《微处理机》
2010年第6期67-70,74,共5页
Microprocessors