RE: [Algorithms] octree and HSR
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From: Akbar A. <sye...@ea...> - 2000-08-30 16:07:26
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>1. How can I check if line intersects a cube? >2. How can I check if triangle and cube intersect? >3. How do I compute the view frustrum? (I think I need those eight points) >4. How can I check if the view frustrum and a cube intersect? (or if the cube is inside the view frustrum) use www.google.com it's your friend. also www.realtimerendering.com if you don't have the book i suggest you get it. there is also dave eberly's book which is coming out soon, it should have some good stuff in it (relating to "tech" / "math" techniques) also check the comp.graphics.algoritms faq. iirc it' has all that you asked >And then these hard ones: first get the first ones done, then work on the hard ones. a lot of work has been done on oct-trees. iirc ati has released a terrain demo and it uses a hybrid of an octree? look for the radeon sdk at www.ati.com again, www.google.com also check www.flipcode.com >Don't tell me about those great books like Graphics Gems hmm, i suppose you don't have the means to get the series. a lot of it does not apply to the "3d programmers", it is a "graphics gems". it has a few good articles that apply to us ;) I recommend you to realtime rendering. this is a very good book and it goes over the majority of the techniques that we use in rtr. also watt and watt "advanced animation and rendering techniques". the one by "foley" is "supposed" to be good but i always preferred watt and watt. anyways, i'm sure you'll get a reply or a "how to", but i think it's better if you "teach a person to fish, instead of giving him a fish" ;) peace. akbar A. isn't it ironic, in the paper "A Characterization of Ten Hidden-Surface Algorithms", by sutherland, sproull and schumacker that we use the eleventh algorithm ;) makes you really think -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Jaakko Westerholm Sent: Wednesday, August 30, 2000 9:53 AM To: alg...@3d... Subject: [Algorithms] octree and HSR Hi everyone! I have these few questions about octrees and hiddens surface removal. First the simple questions: 1. How can I check if line intersects a cube? 2. How can I check if triangle and cube intersect? 3. How do I compute the view frustrum? (I think I need those eight points) 4. How can I check if the view frustrum and a cube intersect? (or if the cube is inside the view frustrum) And then these hard ones: 1. Is it possible to know if one of nodes (or cubes) of the octree is possible to see from certain point? for example if it was behind a wall. 2. Can I use trianlge strips with octrees? If a strip goes through several nodes and for example only one node is visible should I clip the strip? I would also be interested of good sites.. Don't tell me about those great books like Graphics Gems you have cause I can only read them in my dreams! =) --Jaakko W-- ---JAAKKO--- Get your Free E-mail at http://bosti.zzn.com ___________________________________________________________________ Hae oma Web-perusteinen sähköposti palvelusi http://www.zzn.com:sta _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |