ALGORITMI ZA UKLANJANJE POLIGONA

Vedran Vukelić

  • Uvod
  • Struktura scene
  • Algoritmi za uklanjanje poligona
  • Implementacija
  • Rezultati
  • Literatura
  • Datoteke
 

Literatura

[1] I. S. Pandžić, “Virtualna Okruženja“, 2004.


[2] P. Martz, “OpenSceneGraph Quick Start Guide“


[3] A. M. L. Karim, M. S. Karim, E. Ahmed, Dr. M. Rokonuzzaman, “Scene Graph Management for OpenGL based 3D Graphics Engine“, International Conference on Computer & Information Technology (ICCIT) 2003

[4] http://en.wikipedia.org/wiki/Kd-tree


[5] http://www.lighthouse3d.com/opengl/viewfrustum


[6] S. Teller, “Visibility Computations in Densely Occluded Environments”, University of California, Berkeley, 1992.

 

[7] S. Teller, C. Sequin, “Visibility preprocessing for interactive walkthroughs”, Computer Graphics, 1991.

 

[8] G. Schaufler, J. Dorsey, X. Decoret, F. Sillion, “Conservative Volumetric Visibility with Occluder Fusion”, SIGGRAPH 2000.

 

[9] D. Luebke, C. Georges, “Portals and mirrors: Simple, fast evaluation of potentially visible sets”, SIGGRAPH 1995.

 

[10] T. Hudson, D. Manocha, J. Cohen, M. Lin, K. Hoff, H. Zhang,  “Accelerated occlusion culling using shadow frustra”, 1997

 

[11] J. Bittner, V. Havran, P. Slavik, “Hierarchical visibility culling with occlusion trees”, 1998.

 

[12] N. Greene, M. Kass, Gary Miller, “Hierarchical Z-buffer visibility”, 1993.

 

[13] J. Bittner, M. Wimmer, H. Piringer, W. Purgathofer, “Coherent hierarchical culling: Hardware occlusion queries made useful”, EUROGRAPHICS 2004.

[14] M. Guthe, A. Balazs, R. Klein: “Near optimal hierarchical culling: Performance driven use of hardware occlusion queries”, Eurographics Symposium on Rendering 2006.

[15] O. Mattausch, J. Bittner, M. Wimmer, “CHC++: Coherent Hierarchical Culling Revisited”, EUROGRAPHICS 2008.

 

[16]  D. H. Eberly, “3D Game Engine Architecture”, 2005.


[17] D. Cohen-Or, Y. Chrysanthou, C. Silva, F. Durand, “A survey of visibility for walkthrough applications”, 2002.

 

[18] http://www.gamedev.net/

 

[19] http://www.songho.ca/opengl/gl_vbo.html#draw

 

[20] D. Shreiner, M. Woo, J. Neider, T. Davis, “OpenGL Vodič za programere“, 2007.

 

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