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Integrating polygonal objects on voxel based terrain models

Luiz Carlos Castro Guedes

Voxel based projection is commonly used in applications that demand high exhibition frame rates of large scale terrain models. Placing tridimensional objects within a voxel based world may be an ease task for elementary objects. Complex objects are better represented by polygonal meshes. Integrating a voxel based terrain model with polygonal camera model brings together the benefits of both models. Such integration should be done with the aid of a z-buffer. In this paper we propose a solution to the problem of calculating the z-coordinate of each painted pixel in a voxel based terrain model. The proposed solution exploits the coherence of the pixels in the same column and uses a linear cost increment to update the z-coordinate. The proposed solution considers the situation when the view plane is not vertical.

http://sibgrapi.sid.inpe.br/rep-/dpi.inpe.br/banon/1999/03.12.14.42

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