Changeset 71 for trunk/VUT/doc
- Timestamp:
- 04/29/05 18:32:50 (20 years ago)
- Location:
- trunk/VUT/doc/DummyModules
- Files:
-
- 1 added
- 4 edited
Legend:
- Unmodified
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trunk/VUT/doc/DummyModules/doxyfile_gtp_dummy
r70 r71 26 26 INLINE_INHERITED_MEMB = NO 27 27 FULL_PATH_NAMES = YES 28 STRIP_FROM_PATH = " /cygdrive/d/gametools/gametools/trunk/VUT/"28 STRIP_FROM_PATH = "d:/gametools/trunk/VUT/" 29 29 STRIP_FROM_INC_PATH = 30 30 SHORT_NAMES = NO -
trunk/VUT/doc/DummyModules/overview.tex
r70 r71 3 3 4 4 5 The visibility work 5 The visibility workpackage aims to develop methods for making use of 6 6 restricted visibility in large scenes. The major goal of these methods 7 is to avoid wasting of the computational power on currently invisible8 parts of the scene. To address this goal we develop new methods for 9 online visibility culling and offline visibility preprocessing. The10 online visibility culling is either used to render only visible part 11 of the scene or to provide queries which determine visible part of the12 scene in runtime. Visibility preprocessing provides partitioning of the 13 view space into view cellsand for each view cell it calculates a7 is to avoid wasting computational power on currently invisible parts 8 of the scene. To address this goal, we develop new methods for online 9 visibility culling and offline visibility preprocessing. The online 10 visibility culling is either used to render only visible part of the 11 scene or to provide queries which determine visible parts of the scene 12 in runtime. Visibility preprocessing provides partitioning of the view 13 space into view cells, and for each view cell it calculates a 14 14 potentially visible set. 15 15 … … 17 17 \section{Module Class Hierarchy} 18 18 19 The visibility work package consistof a module which is integrated19 The visibility workpackage consists of a module which is integrated 20 20 into the game engine and an external module which deals with 21 21 preprocessing. One of the goals of the design of the module class 22 22 hierarchy has been easy portability of the developed methods to other 23 23 game engines. The resulting class structure clearly separates the 24 actual engine 24 actual engine-dependent parts from the game engine independent 25 25 algorithmic parts. We have used name spaces to separate the engine 26 26 dependent parts (name space Ogre) from the engine independent parts 27 (name space GtpVisibility). The external visibility preprocessing module28 defines its own name space (GtpVisibilityPreprocessor).27 (name space GtpVisibility). The external visibility preprocessing 28 module defines its own name space (GtpVisibilityPreprocessor). 29 29 30 30 An overview of the important classes of the visibility work package and … … 43 43 The diagram shows that the module integrated into the engine consists 44 44 of three main parts (CullingManager, QueryManager, 45 PreprocessingManager) which are encapsulated in a helper class45 PreprocessingManager), which are encapsulated in a helper class 46 46 (Visibility Manager). The helper class then deals with the 47 initialization of the contained parts and allows aneasy communication47 initialization of the contained parts and allows easy communication 48 48 between them. 49 49 50 50 \section{Visibility Culling} 51 51 52 Visibility culling seamlessly integrates into the rendering 53 loop and eliminates most invisible objects from being send to the 54 pipeline.Visibility culling is implemented by instances of the CullingManager52 Visibility culling seamlessly integrates into the rendering loop and 53 eliminates most invisible objects from being sent to the pipeline. 54 Visibility culling is implemented by instances of the CullingManager 55 55 class. We will provide several implementations which can be easily 56 56 switched at runtime and so the best technique for the particular scene … … 78 78 the PreprocessingManager and used inside the engine. 79 79 80 Apart from the scene definition file the preprocessor will be able80 Apart from the scene definition file, the preprocessor will be able 81 81 to import the view cell definition. In this case it will assume the 82 view cells have to be described as meshes satisfying set of83 requirements. Alternatively the module can generate view cells by82 view cells have to be described as meshes satisfying a set of 83 requirements. Alternatively, the module can generate view cells by 84 84 automatic view space partitioning. 85 85 86 86 87 87 %{\textbullet}\tab\textbf{Construction module for tree multiresolution models.} 88
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