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3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph ) Networked Virtual Computing L ab. Yun-Seok Lee

3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

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3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph ). Networked Virtual Computing Lab. Yun-Seok Lee. Basic Concept. View frustum The portion of the world to be viewed The world bounding volume is used to determine whether the object is culled or not. - PowerPoint PPT Presentation

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Page 1: 3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

3D Game DesignChapter 4. Hierarchical Scene Representation( 4.3 Rendering a Scene Graph )

Networked Virtual Computing Lab.Yun-Seok Lee

Page 2: 3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

Basic Concept

View frustum The portion of the world to be viewed

The world bounding volume is used to determine whether the object is culled or not.Geometry classes could provide a Boolean flag indicating whether the world data is current or not.

Page 3: 3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

1. Culling by Spheres

View frustum plane is specified by N • X = d

The culling condition N • C – d < -r N : unit-length vector that points to the interior of the

frustum C : center of the bounding sphere r : radius of the sphere The left side of the inequality is the signed distance f

rom C to plane.

Page 4: 3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

2. Culling by Oriented Boxes

A box is culled. If all its vertices are outside the

plane.

Vertices, distance and

The culling condition The test is identical to that of sphere, except that r

is known for the sphere but must be calculated for each test of a box.

222111000 AaAaAaCV

222111000)( ANaANaANaCdCNdVN

|||||| 221100 ANaANaANar

rdCN

radius

Page 5: 3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

3. Culling by CapsulesA capsule A radius r > 0 A parameterized line segment. P + tD, where D≠0 and t∈[0,

1].The signed distances from plane to end points.

The culling condition if

if // culled else if

if // culled

dPN

0

dDPN )(1

0 DN

rdPN

0 DN

rdDPN )(

Page 6: 3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

4. Culling by LozengesA lozenge A radius r > 0 A parameterized rectangle P + sE0 + tE1, where E0 ≠ 0, E1≠0,

E0 E• 1=0, (s,t)∈[0,1]2.The four rectangle corners P00 = P, P10 = P + E0, P01 = P + E1, P11

= P + E0 + E1.The signed distances If any of the signed distances are nonnegative, then the lozenge is

not culled. The distance of the nearest corner to the plane is nonnegative, th

en the lozenge is not culled.

dPN ijij

Page 7: 3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

5. Culling by CylindersA cylinder A radius r > 0. a height h∈[0,∞]. A parameterized segment C + tW, where |W|=1 and t∈[-h/2, h/2]. U, V and W is an orthonormal set. , and

The culling condition if

if // culled else if

If or If / culled

)sin()()cos()()()( 2 ArVNArUNdCNyWN

dXN 22

120 ryy 2/2 hy

rdCN

0WN

0WN

2/)min( 2 hy 2/)max( 2 hy

WN

WNCNdy

2

2

)(1

rdCN

WyVyUyCX

210

Page 8: 3D Game Design Chapter 4. Hierarchical Scene Representation ( 4.3 Rendering a Scene Graph )

6. Culling by EllipsoidsAn ellipsoids , where, M is a positive definite m

atrix. If C + sN is outside the frustum plane, an ellipsoid is out

side.A radius of an ellipsoid The points X that project to the end points of the interval

must occur where the normals to the ellipsoid are parallel to N.

-> -> -> -> // culled

1)()()( CXMCXXQ T

)(2 CXMQ

NCXM

)( NMCX

1 NMNNMMNM TT 12112 )()(1

NMNCXNr T

1)( NMNr T

1

rdCN