Changeset 279
- Timestamp:
- 09/16/05 15:27:52 (19 years ago)
- Location:
- trunk/VUT/doc/SciReport
- Files:
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- 2 added
- 1 edited
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trunk/VUT/doc/SciReport/sampling.tex
r277 r279 303 303 \#input polygons & 525 & 82235 \\\hline\hline 304 304 BSP tree generation time & 0.016s & 10.328s \\\hline\hline 305 view cell insertion time & 0.016s & 7.984s \\\hline\hline305 %%view cell insertion time & 0.016s & 7.984s \\\hline\hline 306 306 \#nodes & 1137 & 597933 \\\hline\hline 307 307 \#interior nodes & 568 & 298966\\\hline\hline … … 320 320 \item We use a number of input view cells given in advance. As input 321 321 view cell any closed mesh can be applied. The only requirement is 322 that the any two view cells do not overlap. First the view cell 323 polygons are extracted, and the BSP is build from these polygons using 324 some global optimizations like tree balancing or least splits. Then 325 one view cell after the other is inserted into the tree to find out 326 the leaves where they are contained in. The polygons of the view cell 327 are filtered down the tree, guiding the insertion process. Once we 328 reach a leaf and there are no more polygons left, we terminate the 329 tree subdivision. If we are on the inside of the last split plane 330 (i.e., the leaf represents the inside of the view cell), we associate 331 the leaf with the view cell (i.e., add a pointer to the view 332 cell). One input view cell can be associated with many leaves, whereas 333 each leafs has only one view cell. Some statistics about using this 322 that the any two view cells do not overlap. The view cell 323 polygons are extracted, storing a pointer to the parent view cell 324 with the polygon. The BSP is build from these polygons using 325 some global optimizations like tree balancing or least splits. The 326 polygons guide the split process as they are filtered down the tree. 327 The subdivision terminates when there is only one polygon left, which is coincident 328 to the last split plane. Then two leaves are created and the view cell pointer 329 (stored with the polygon) is inserted into the leaf representing the inside of the view cell. 330 One input view cell can be associated with many leaves in case 331 a view cell was split during the traversal. On the other hand, each leafs corresponds 332 to exactly one or no view cell. Some statistics about using this 334 333 method on the Vienna view cells set are given in 335 table~\ref{tab:viewcell_bsp}. However, sometimes a good set of view 334 table~\ref{tab:viewcell_bsp}. 335 336 However, sometimes a good set of view 336 337 cells is not available. Or the scene is changed frequently, and the 337 338 designer does not want to create new view cells on each change. In … … 345 346 the view cell borders along some discontinuities in the visibility 346 347 function. 348 349 \begin{figure}[htb] 350 \centerline{ 351 \includegraphics[height=0.35\textwidth,draft=\DRAFTFIGS]{figs/viewcell_part} 352 } 353 \caption{A good view cell partition with respect to the sample rays piercing the scene objects 354 and the view cell minimizes the number of rays 355 piercing more than one view cell. During subdivision, this can be achieved by aligning 356 the split plane with one of the long sides of occluder $O$. } 357 \label{fig:viewcell_part} 358 \end{figure} 347 359 348 360 \item The view cell generation can be guided by the sampling … … 369 381 occlusion power. This criterion can be naturally combined with the 370 382 second one. As termination criterion we can choose the minimum PVS / 371 piercing ray size or the maximal tree depth. 383 piercing ray size or the maximal tree depth. An illustration of 384 a good and a bad choice of a split plane is given in figure~\ref{fig:viewcell_part}. 372 385 \end{itemize} 373 386 … … 381 394 % which intersect subregions of the given view cell. 382 395 383 \subsection{From- object based visibility}396 \subsection{From-Object Based Visibility} 384 397 385 398 Our framework is based on the idea of sampling visibility by casting
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