Changeset 71 for trunk/VUT/doc


Ignore:
Timestamp:
04/29/05 18:32:50 (19 years ago)
Author:
mattausch
Message:
 
Location:
trunk/VUT/doc/DummyModules
Files:
1 added
4 edited

Legend:

Unmodified
Added
Removed
  • trunk/VUT/doc/DummyModules/doxyfile_gtp_dummy

    r70 r71  
    2626INLINE_INHERITED_MEMB  = NO 
    2727FULL_PATH_NAMES        = YES 
    28 STRIP_FROM_PATH        = "/cygdrive/d/gametools/gametools/trunk/VUT/" 
     28STRIP_FROM_PATH        = "d:/gametools/trunk/VUT/" 
    2929STRIP_FROM_INC_PATH    =  
    3030SHORT_NAMES            = NO 
  • trunk/VUT/doc/DummyModules/overview.tex

    r70 r71  
    33 
    44 
    5  The visibility work package aims to develop methods for making use of 
     5 The visibility workpackage aims to develop methods for making use of 
    66restricted visibility in large scenes. The major goal of these methods 
    7 is to avoid wasting of the computational power on currently invisible 
    8 parts of the scene. To address this goal we develop new methods for 
    9 online visibility culling and offline visibility preprocessing. The 
    10 online visibility culling is either used to render only visible part 
    11 of the scene or to provide queries which determine visible part of the 
    12 scene in runtime. Visibility preprocessing provides partitioning of the 
    13 view space into view cells and for each view cell it calculates a 
     7is to avoid wasting computational power on currently invisible parts 
     8of the scene. To address this goal, we develop new methods for online 
     9visibility culling and offline visibility preprocessing. The online 
     10visibility culling is either used to render only visible part of the 
     11scene or to provide queries which determine visible parts of the scene 
     12in runtime. Visibility preprocessing provides partitioning of the view 
     13space into view cells, and for each view cell it calculates a 
    1414potentially visible set. 
    1515 
     
    1717\section{Module Class Hierarchy} 
    1818 
    19  The visibility work package consist of a module which is integrated 
     19 The visibility workpackage consists of a module which is integrated 
    2020into the game engine and an external module which deals with 
    2121preprocessing. One of the goals of the design of the module class 
    2222hierarchy has been easy portability of the developed methods to other 
    2323game engines. The resulting class structure clearly separates the 
    24 actual engine dependent parts from the game engine independent 
     24actual engine-dependent parts from the game engine independent 
    2525algorithmic parts.  We have used name spaces to separate the engine 
    2626dependent parts (name space Ogre) from the engine independent parts 
    27 (name space GtpVisibility). The external visibility preprocessing module 
    28 defines its own name space (GtpVisibilityPreprocessor). 
     27(name space GtpVisibility). The external visibility preprocessing 
     28module defines its own name space (GtpVisibilityPreprocessor). 
    2929 
    3030 An overview of the important classes of the visibility work package and 
     
    4343The diagram shows that the module integrated into the engine consists 
    4444of three main parts (CullingManager, QueryManager, 
    45 PreprocessingManager) which are encapsulated in a helper class 
     45PreprocessingManager), which are encapsulated in a helper class 
    4646(Visibility Manager). The helper class then deals with the 
    47 initialization of the contained parts and allows an easy communication 
     47initialization of the contained parts and allows easy communication 
    4848between them. 
    4949 
    5050\section{Visibility Culling} 
    5151 
    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 CullingManager 
     52Visibility culling seamlessly integrates into the rendering loop and 
     53eliminates most invisible objects from being sent to the pipeline. 
     54Visibility culling is implemented by instances of the CullingManager 
    5555class. We will provide several implementations which can be easily 
    5656switched at runtime and so the best technique for the particular scene 
     
    7878the PreprocessingManager and used inside the engine. 
    7979 
    80  Apart from the scene definition file the preprocessor will be able 
     80 Apart from the scene definition file, the preprocessor will be able 
    8181to import the view cell definition. In this case it will assume the 
    82 view cells have to be described as meshes satisfying set of 
    83 requirements. Alternatively the module can generate view cells by 
     82view cells have to be described as meshes satisfying a set of 
     83requirements. Alternatively, the module can generate view cells by 
    8484automatic view space partitioning. 
    8585 
    8686 
    8787%{\textbullet}\tab\textbf{Construction module for tree multiresolution models.} 
    88  
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