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BSP宝典 BSP-TREES AND POLYGON pdf
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上传时间: 2010-09-04
详细说明: 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 Zbuffers, 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 Today that area of usage is obsolete, since hardware accelerated Z-buffers exist.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 w here 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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