Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 吳建豪 | en_US |
dc.contributor.author | Jiang-Hou Wu | en_US |
dc.contributor.author | 施仁忠 | en_US |
dc.contributor.author | Zen-Chung Shih | en_US |
dc.date.accessioned | 2014-12-12T02:13:30Z | - |
dc.date.available | 2014-12-12T02:13:30Z | - |
dc.date.issued | 1994 | en_US |
dc.identifier.uri | http://140.113.39.130/cdrfb3/record/nctu/#NT830394061 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/59085 | - |
dc.description.abstract | 在合成一個逼真的虛擬環境的過程中,要描繪出使用者所看到的場景是件 非常耗時的事。為了能夠讓模擬出來的視覺效果達到互動式般的速度,所 以,做一些前置的處理是必須的工作。在此篇論文中,我們對於複雜的虛 擬環境中的可見度做了一些研究。在可見度的前置處理過程中,我們把整 個環境做了分割,然後對分割出來的每部份,去建立它們之間靜態的可見 度資料。然後,只有將這些看得見的部份給描繪出來。因此,我們就可以 減少描繪場景所須的花費的時間而加速整個描繪過程。 In synthesizing a realistic virtual environment, it is very time consuming to render a scene. In order to achieve the interactive frame rate in visual simulation, it is necessary to perform some preprocesses. In this thesis, we study the visibility of the complex virtual environment. In the visibility preprocessing, after the spatial subdivision, we set up the static visibility for each partition. In dynamic visual simula-on, the dynamic visibility is obtained according to the view- ing frustum of the observer. Only the visible parts are trans- ferred to the rendering process. Thus, we can speed up the rendering process. | zh_TW |
dc.language.iso | en_US | en_US |
dc.subject | 虛擬環境,線性規劃,穿透線,Plucker座標表示法 | zh_TW |
dc.subject | virtual environment, liner programming, stabbing line, Plucker coordinate | en_US |
dc.title | 在三度空間之虛擬環境中可見度的前置處理 | zh_TW |
dc.title | Visibility Preprocessing in Three-Dimensional Virtual Environments | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | 資訊科學與工程研究所 | zh_TW |
Appears in Collections: | Thesis |