Architectural walkthroughs using portal textures

被引:24
作者
Aliaga, DG [1 ]
Lastra, AA [1 ]
机构
[1] Univ N Carolina, Dept Comp Sci, Chapel Hill, NC 27514 USA
来源
VISUALIZATION '97 - PROCEEDINGS | 1997年
关键词
visibility culling; cells; portals; textures; sample points; morphing;
D O I
10.1109/VISUAL.1997.663903
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This paper outlines a method to dynamically replace portals with textures in a cell-partitioned model. The rendering complexity is reduced to the geometry of the current cell thus increasing interactive performance. A portal is a generalization of windows and doors. It connects two adjacent cells (or rooms). Each portal of the current cell that is some distance away from the viewpoint is rendered as a texture. The portal texture (smoothly) returns to geometry when the viewpoint gets close to the portal. This way all portal sequences (not too close to the viewpoint) have a depth complexity of one. The size of each texture and distance at which the transition occurs is configurable for each portal.
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页码:355 / +
页数:9
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