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摘要

在计算机图形学中,视锥台决定在屏幕上绘制场景的哪些部分。View Frustum是一个由6个平面定义的区域。这些平面代表了由相机定义的屏幕上可见的边界。它们约束了查看区域的顶部、底部、左侧、右侧、前部和后部。对我们来说最重要的是后视镜。与上、下、左、右视锥平面不同,后视锥平面实际上从场景中删除了原本可见的几何体。当相机在场景中移动时,背景中的几何图形会突然出现并消失,因为它在后视镜平面上移动。前后视图平面之间的距离决定了场景的深度。前视图平面通常固定在非常靠近摄像机位置的位置。这意味着深度取决于背板离相机的距离。理想情况下,我们希望将后视平面放置在离相机无限远的地方,这样就不会从屏幕上移除背景几何形状。然而,有两个限制阻止了这一点。首先是z缓冲区的限制。z缓冲区是视频存储器的一个区域,用于存储为每个像素绘制多边形的深度。当在场景中绘制多边形时,它们的深度是根据它们所占用的每个像素来计算的。如果深度缓冲区中记录的深度比该像素处的当前多边形更接近相机,则不会绘制它。这使得图形应用程序编写者不必担心他们决定在场景中绘制对象的顺序。这也允许几何相交,同时保持适当的深度排序。z缓冲区只能保存有限数量的值。在任何给定的场景中,距离相机的可能距离范围都可以映射到相同的z缓冲值。这在许多图形场景中不是问题,因为场景的深度不是很大,甚至非常近的物体也能被正确渲染。然而,随着后平面被推离相机,映射到相同z缓冲值的值范围增加。z缓冲区精度不能在每个应用程序中改变,因为它是在硬件中实现的。如果两个不同颜色的对象在z缓冲区中绘制到相同的深度,则硬件可能会以未定义的方式选择每个像素绘制哪个对象。
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Background and Related Work
In computer graphics, the View Frustum determines which parts of the scene are drawn on the screen. The View Frustum is an area that is defined by 6 planes. These planes represent the borders of what is visible on the screen defined by the camera. They constrain the top, bottom, left, right, front and back of the viewing area. The most important to us the back view plane. Unlike the top, bottom, left and right frustum planes, the back plane actually removes geometry from the scene that would otherwise be visible. As the camera moves through the scene, geometry in the background will suddenly appear and disappear as it moves across the back view plane. The distance between the front and back view planes determines the depth of scene. The front view plane is usually fixed very close to the camera position. This means that the depth is determined by how far the back plane is placed away from the camera. Ideally we would like to place the back view plane infinitely far away from the camera so that no background geometry is removed from the screen. However, there are two limitations that prevent this. The first is the limitation of the Z-buffer. The Z-buffer is an area of video memory that stores the depths at which polygons are drawn for every pixel. When polygons are drawn in the scene, their depth is calculated for every pixel they will occupy. If the depth recorded in the depth buffer is closer to the camera than the current polygon at that pixel, it will not be drawn. This allows graphics application writers to not worry about the order in which they decide to draw objects in the scene. This also allows geometry to intersect while preserving the proper depth ordering. The Z-buffer can only hold a finite number of values. In any given scene, there is a range of possible distances from the camera that can map to the same Z-buffer value. This is not an issue in many graphics scenes because the depth of the scene is not very large and even very close objects are rendered properly. However, as the back plane is pushed away from the camera, the range of values mapping to the same Z-buffer value increases. The Z-buffer precision cannot change per application as it is implemented in hardware. If two differently colored objects are drawn to the same depth in the Z-buffer, the hardware may choose which object to draw per pixel in an undefined way.
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