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попадание точки внутрь трёхмерного симплекса (7 стр)

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#90
14:15, 22 ноя. 2012

Sorry for the flood, but this one had to be posted.
> Even Ken's Labyrinth wasn't quite a raycaster.
It's frustum casting & column texture mapping, before S. J. Teller's paper.
The spatial index is a regular grid (board), the frustum is 2-D. If the extremal rays hit different walls, you cast a ray halfway between them (or, bisect the subfrustum). Otherwise (same wall hit) you get the subwall edges' heights, texture indices and do column texture mapping between them (using an interesting formula). See Jan Lönnberg's analysis.
What an interesting approach!


#91
10:02, 23 ноя. 2012

блин... ты со своим английским просто убиваешь тему! реально - просто лень читать! %(

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