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关于渲染引擎设计,Scene Management的文章
阅读量:4947 次
发布时间:2019-06-11

本文共 1360 字,大约阅读时间需要 4 分钟。

 在这里感激各位大虾。
GameDev所有和Scene Management相关的文章和帖子,看到各种牛人的讨论,受益匪浅啊,对研究引擎设计非常有用,把部分特别有意思的帖子列出来,希望对你也有帮助:)  (以下顺序不分前后) 

The Technology of a 3D Engine  

Scene Graph Resources
Terrain and Scene Graphs(关于scene graph的经典讨论,包括下面2个,一定要看,Yann L的回帖都是精华!!!)
Combining Octrees and BSP trees... is it possible? 
ABTs, relaxing them and other questions
Anti-SceneGraphism: A Tale of Tom Forsyth's "Scene Graphs Just Say No" (这个帖子可是牛人多多,包括大名鼎鼎的 Tom Forsyth,Dave Eberly,AndyTX,还有众多斑竹)
multi-view scenegraph, kd-tree, ABT, BVH, static vs dynamic objects
General Question on Scenegraphs 
Bounding Volumes / Scenegraph
Dynamic objects in scene graphs
Occlusion Culling
Scene Graphs and Octrees
Quadtrees + Collision Detection
Octree + Portal engine question
Octrees and Scenegraphs... how do they work together?
octrees vs kd-trees
To BSP or not to BSP...
"Next Gen" game engine design
a very basic kd-tree tutorial?
Understanding and Implementing Scene Graphs
Dynamic objects in scene graphs
Engine design questions
Object-Oriented Scene Management
Scenegraph Management: A discussion
Dynamic 3D Scene Graphs
Need some help with scenegraph/octree concept
Scene Graph. DAG or Tree With Mesh List?
Scene graphs and spartial partitioning
Your scene graph design
from : http://www.cnblogs.com/clayman/archive/2009/05/17/1458964.html

转载于:https://www.cnblogs.com/vilyLei/articles/1944413.html

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