• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            牽著老婆滿街逛

            嚴(yán)以律己,寬以待人. 三思而后行.
            GMail/GTalk: yanglinbo#google.com;
            MSN/Email: tx7do#yahoo.com.cn;
            QQ: 3 0 3 3 9 6 9 2 0 .

            關(guān)于Sweep and Prune 算法

            在第一階段的檢測(cè)(BroadPhase)中所需要的算法就是Sweep and Prune,因?yàn)閺奈唇佑|過(guò)此類(lèi)的東西,所以不知道到底是個(gè)什么東西,今天終于找到具體資料了,一看,暈倒掉了.原來(lái)就是<游戲編程精粹2>里面所提及到的 逐維遞歸分組法...
            貌似如果有人搜索相關(guān)詞匯是能夠搜索到我的blog的,特別留下此文以防止有哥們走我同樣的彎路了...


            順便放一個(gè)英文東西:
            來(lái)自于:http://parallel.vub.ac.be/documentation/pvm/Example/Marc_Ramaekers/node3.html
            Sweep and Prune
            Given a number N of objects, O(N2) object pairs have to be checked for collision. In general, the objects in most of the pairs aren't even close to each other so we should be able to eliminate them quickly. To do this we use a technique called Sweep and Prune ([CLMP95]). In this section I will briefly introduce this technique.

            To determine whether two objects are close enough to potentially collide, the Sweep and Prune checks whether the axis aligned bounding boxes of the respective objects overlap. If they do, further investigation is necessary. If not, the objects can't possibly collide and the algorithm can move on. To determine whether two bounding boxes overlap, the algorithm reduces the 3D problem to three simpler 1D problems. It does so by determining the intervals occupied by the bounding volume along each of the x,y and z axes. If and only if the intervals of two bounding volumes overlap in all of the three dimensions, the objects corresponding to these bounding volumes must overlap. To determine which intervals of the objects along an axis overlap, the list of the intervals is sorted. Normally, using quick-sort, this would be an $O(N \log N)$ process. However, by exploiting frame coherence (the similarity between situations in two subsequent frames) we can sort the lists in an expected (O(N), using insertion sort.

            Another difficult part in the Sweep and Prune approach is the maintenance of the bounding volume. If the objects in the scene move or rotate, the previously calculated bounding boxes are invalid. It is important to be able to update the boxes as quickly as possible. Again, we can do this by exploiting frame coherence.

            The algorithm's performance is of course dependent on the application and the typical situations that occur in that application. Many variations exists, such as reducing the overlap problem by only 1 dimension and using a rectangle intersection test. It is also possible to choose other types of bounding volumes that might be faster to update but produce a less accurate approximation of the object.

            posted on 2008-01-15 15:35 楊粼波 閱讀(4179) 評(píng)論(2)  編輯 收藏 引用

            評(píng)論

            # re: 關(guān)于Sweep and Prune 算法 2010-01-18 15:44 狂沙

            我看到了,感謝!  回復(fù)  更多評(píng)論   

            # re: 關(guān)于Sweep and Prune 算法 2011-06-26 18:55 tankin

            @狂沙
            感謝,希望看到更多有意義內(nèi)容的blog  回復(fù)  更多評(píng)論   


            只有注冊(cè)用戶登錄后才能發(fā)表評(píng)論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問(wèn)   Chat2DB   管理


            一本大道久久东京热无码AV| 久久国产精品一区二区| 欧美久久综合性欧美| 久久精品国产亚洲av麻豆小说 | 久久久久国产精品嫩草影院| 久久久久女教师免费一区| 国产成人久久久精品二区三区| 91精品国产色综久久| 天天综合久久久网| 国产叼嘿久久精品久久| 久久er国产精品免费观看8| 国产精品青草久久久久福利99| 伊人热人久久中文字幕| 国産精品久久久久久久| 色欲综合久久躁天天躁| 久久99久国产麻精品66| jizzjizz国产精品久久| 亚洲一区中文字幕久久| 久久久久亚洲AV无码专区桃色| 伊人久久大香线蕉综合热线| 亚洲中文久久精品无码| 国产精品青草久久久久婷婷| 久久福利片| 精品伊人久久大线蕉色首页| 久久99精品久久只有精品 | 国产精品久久久久无码av| 国産精品久久久久久久| 中文字幕精品无码久久久久久3D日动漫 | 久久精品人妻一区二区三区| 久久综合久久综合亚洲| 久久青青草原精品国产| 日韩精品久久久久久| 亚洲国产精品嫩草影院久久| 色欲综合久久中文字幕网| 狠狠久久综合伊人不卡| 亚洲AV无码久久精品成人| 99久久综合国产精品二区| 亚洲精品乱码久久久久66| 韩国三级中文字幕hd久久精品 | 久久99热只有频精品8| 久久影视综合亚洲|