At present, the display system generally has a high triangle generation speed and a relatively narrow bandwidth, so the use of the algorithm has great advantages. The depth complexity is calculated in advance, that is, the maximum possible overlapping surface number of each pixel at the current viewing angle is determined in advance, which can effectively reduce the sequence length and reduce the number of redundant polygons to be drawn. This is also a common method for improving the efficiency of various dynamic algorithms. It should be emphasized that the basic entity model used by the algorithm must be closed, and all surfaces involved in the operation must be pruned within the space, otherwise the parity will have an incorrect result. Due to its own defects, the corresponding sides of the polygons at the seams of all surfaces should have the same straight line equation. Otherwise, cracks will occur at the joints when the angle of view is rotated. Since the algorithm performs parity check on each pixel, there is Wrong results can occur at the pixels of the crack, and fine spots appear in the incorrect position. Simply enclose the base entity as a class and use a linked list or dynamic array storage as shown in the article. Each additional process is equivalent to adding a difference retrace space entity, adding a keyboard or mouse response code, and continuously modifying the geometry of the retrace space entity to implement an interactive dynamic simulation process, only according to the user's keyboard action By increasing or decreasing the size of the milling cutter retrace space and then shifting the milling cutter model to the corresponding position, the cutting process of the milling cutter can be simulated in real time. Due to the use of the dynamic model, the user can advance or retract the workpiece at any time without increasing the calculation. The quantity, with great freedom, enables interactive visualization of real-time modification of the machining program. The general dynamic algorithms (including the standard 7*7 algorithm) are forbidden to write to the color buffer because they need to perform cache copying, but only the buffer is used to generate the final depth value of all pixels, and finally use the depth check to put all The surface is drawn into the color buffer to get the final output. The simplified algorithm proposed in this paper does not need to use the cache copy for special cases, so the color buffer can be updated synchronously while updating the depth value, eliminating the final retouching process and further improving. The efficiency of the algorithm.
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