摘要
八叉树是提高大规模场景实时渲染速度的有效方法之一,但传统方法都是在每次处理时递归生成八叉树信息,使得进入场景速度慢,等待时间长。经过分析和验证,采用预处理方法,使用文件记录八叉树信息,并在渲染时从文件读取,可大大缩短进入场景的时间。此项设计也是游戏引擎中的一个功能模块。
Octree is one of most efficient methods which is to increase FPS (frames per second) while rendering mountainous scene. Long time waiting is a feature of traditional method which creates Octree info by using recursion each time. By analysis, we used FILE I/O to record Octree info to file. It only needed recursion one time at beginning, and then what we need to do was to get info by loading file. And it can reduce time obviously which spend on loading scene by testing. It is a functional module in our newlydesigned Game Engine.
出处
《微计算机信息》
北大核心
2006年第05X期277-279,共3页
Control & Automation
基金
上海市科委重大攻关项目资助(045115014)
上海市重点学科建设项目资助(T0102)