Abstract

In order to improve capability of some traditional algorithms for 3D virtual reality animation, this article comes up with a new improved algorithm, which can improve traditional ones and is more suitable for 3-D graphic environment. There are two steps. The first step is to break down the entire 3-D scene and then setup the Octree structure. The second step is to transform the Octree onto 2-D plane, and write down nodes which are modified and then render the modified ones. Many experiments demonstrate the superiority of the algorithm. Especially, in the process of blanking, the quadrants are shown from far to near and achieve 3-D display more effectively, according to the given object and the location of view.

Highlights

  • Days, computer animation technology is widely utilized in virtual reality for industry, joy games, GIS, education and many other fields

  • The basic input for this module is the geometry of the contact surface between the cutter and work-piece which comes from the geometric modeling module using an Octreebased solid modeler

  • Because of the traditional algorithms’ insufficiency in animation rendering, referring to some applications of Octree in the field of blanking, an improved Octree algorithm was studied to be suitable for computer animation rendering (Li and Lu, 2001; Xiao et al, 1998)

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Summary

Introduction

Computer animation technology is widely utilized in virtual reality for industry, joy games, GIS, education and many other fields. In the Octree structure, objects have been arranged in a certain order according to space, it is showing as Figure 2. For the inconsistent sub-cube unit, it requires further decomposition and split it into eight sub-cubes, until all the sub-cube is the same or it has reached the required decomposition of precision According to this method, we can divide a scene to an Octree structure. A problem to be solved is that given coordinates of any point of space objects (x,y,z), find the linear Octree encoding of the location. We have got the Octree structure of frame, according to this structure and when the frame and the frame is the same, we can skip the romance and keep the color of the picture unchangeable; if the frame has change, map it onto plane. Input: position value (zi, yi, xi) of points, i ∈ [0, n -1]; the viewing direction

Procedures of the blanking Algorithm:
A B C D a b
Conclusion
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