NND,图形学怎么有这么多的算法!一个接着一个,没完没了.一堆的论文要看,越学越难,越学越无知.看着国外的好书只能流口水,怎么赶得上人家的水平啊,做人的差距,咋就这么大呐,灰心寽.
1. How to walk through the elements in the scene in front-to-back ordering?
2. How to representation for the visibility occlusion horizon?
3. How give out a simplified representation of scene objects to be used for calculating occlusions with the horizon, ie, to test if the element is under the horizon?
4. How to add the visible elements' affection into horizon line?
Reference:
http://rivit.cs.byu.edu//a3dg/publications/horizonCullingVISFinal.pdfhttp://www.cs.tau.ac.il/~dcor/online_papers/papers/visibility-survey-ieee.pdf游戏编程精粹4,P424,翻译的极烂(把实数译成真正的值),原作者的代码也烂,书中说的这个容易,那个容易,一到具体代码就不行了,到处hack,连视点从前到后遍历都不能保证.
http://www.cs.lth.se/home/Tomas_Akenine_Moller/pubs/i3d2001.pdf
http://graphics.stanford.edu/courses/cs248-05/real-time-programming/moller-cs248-01-lecture.pdf
http://www.cs.sun.ac.za/~henri/advgfx.html
12.23
终于把水平线裁减算法的Bug解决了,开贴纪念.
主要是原游戏编程精粹4的水平线算法代码有无数的Bug,Demo控制高空镜头有意地避开一些Bug,强烈鄙视.