- Timestamp:
- 09/16/05 18:40:33 (19 years ago)
- Location:
- trunk/VUT/doc/SciReport
- Files:
-
- 13 edited
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trunk/VUT/doc/SciReport/analysis.tex
r277 r283 54 54 coordinates of 2D lines defined in this chapter are a simplified form 55 55 of the \plucker coordinates for 3D lines, which will be discussed 56 bel low in this chapter: \plucker coordinates of a 2D line correspond56 below in this chapter: \plucker coordinates of a 2D line correspond 57 57 to the \plucker coordinates of a 3D line embedded in the $z = 0$ plane 58 58 after removal of redundant coordinates (equal to 0) and permutation of -
trunk/VUT/doc/SciReport/figs/basic.eps
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trunk/VUT/doc/SciReport/figs/cut.eps
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trunk/VUT/doc/SciReport/figs/dummy.eps
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trunk/VUT/doc/SciReport/figs/latency.eps
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trunk/VUT/doc/SciReport/figs/latency2.eps
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trunk/VUT/doc/SciReport/mutual.tex
r282 r283 426 426 the shaft are not blocked by scene objects, a pixel error induced due 427 427 to omission of objects potential visible behind the shaft will be 428 bel low a given threshold.428 below a given threshold. 429 429 430 430 For the computation of the maximal error due to the current shaft we -
trunk/VUT/doc/SciReport/sampling.tex
r282 r283 14 14 can be easily integrated into the game development cycle. The 15 15 aggressive sampling will terminate when the average contribution of new 16 ray samples falls bel low a predefined threshold.16 ray samples falls below a predefined threshold. 17 17 18 18 \item The second step is mutual visibility verification. This step … … 461 461 cells to the terminating object. Thus as the ray samples are cast we 462 462 can measure the average contribution of a certain number of most 463 recent samples. If this contribution falls bel low a predefined463 recent samples. If this contribution falls below a predefined 464 464 constant we move on to the next sampling strategy, which aim to 465 465 discover more complicated visibility relations.
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