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文件名称: BSP算法论文(en)
  所属分类: 其它
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  文件大小: 771kb
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  上传时间: 2009-01-16
  提 供 者: tjw02241*********
 详细说明: 深入讲述BSP算法,经典论文。 Binary Space Partioning Trees and Polygon Removal in Real Time 3D Rendering 摘要如下: When the original design of the algorithm for Binary Space Partitioning (BSP)-trees was formulated the idea was to use it to sort the polygons in the world. The reason for this was there did not exist hardware accelerated Z- buffers, and software Z-buffering was too slow. Today that area of usage is obsolete, since hardware accelerated Z-buffers exist. Instead the usage is to optimise a wide variety of areas, such as radiosity calculations, drawing of the world, collision detection and networking. We set out to examine the areas where one can draw advantages of the structure supplied and study the generating process. As conclusion a BSP-tree is a very useful structure in most game engines. Although there are some drawbacks with it, such as that it is static and it is very expensive to modify during run-time. Hopefully some ideas can be taken from the BSP-tree algorithm to develop a more dynamic structure that has the same advantages as the BSP-tree. ...展开收缩
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