Voronoi图深度排序多边形可见性排序

S. Fukushige, Hiromasa Suzuki
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引用次数: 2

摘要

可见性确定是计算机图形学中最古老的问题之一。从前后多边形可见性顺序来看,可见性可以通过在视点移动时更新优先级列表来确定。本文利用Voronoi图的一个性质,提出了一种新的列表优先级算法。在预处理阶段,3D空间被划分为Voronoi单元,以便聚类多边形,这些多边形可以在聚类中被分配一组固定的优先顺序。在后处理阶段,对聚类和包含的多边形进行了正确的深度排序。最耗时的工作是在预处理阶段进行的,只需要对场景执行一次。集群中的所有多边形都是预先计算的,以获得集群内与视图无关的优先级顺序。因此,后处理阶段只剩下一个相对简单的任务,即在视点更改时重复对集群进行排序。探索列表优先级算法的一个原因是,它们提供了硬件配置(如Z-buffer方法)所不具备的灵活性。一个例子是正确处理半透明效果的渲染。半透明是一种重要的图形效果,可以用来增加渲染场景的真实感,或者在可视化中实现更有效的视觉检查。
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Voronoi diagram depth sorting for polygon visibility ordering
Visibility determination is one of the oldest problems in computer graphics. The visibility, in terms of back-to-front polygon visibility ordering, can be determined by updating a priority list as the viewpoint moves. A new list-priority algorithm, utilizing a property of Voronoi diagrams, is proposed in this paper. In the preprocessing phase, the 3D space is divided into Voronoi cells in order to cluster polygons that can be assigned a fixed set of priority orders within the cluster. and during the post-processing phase, the clusters and contained polygons are depth-sorted correctly. The most time-consuming work is undertaken during the pre-processing phase that only has to be executed once for the scene. All the polygons in a cluster are pre-computed to obtain the view independent priority order within the cluster. Thus, a relatively simple task is left in the post-processing phase, which is only to sort the clusters repeatedly when the viewpoint is changed. One reason to explore list-priority algorithm is because they offer flexibility that hardware configuration (such as Z-buffer approach) do not possess. One example is that of rendering with the correct treatment of the translucency effects. Translucency is an important graphics effect that can be used to increase the realism of the rendered scene or to enable more effective visual inspection in visualization.
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