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Scene Management(场景管理);Agenda;Scene Management;Layers;Scene Graph;Scene Graph;Real Time Scene Graph;Transform Node;Instance Node;Group Node;Hand Scene Graph ;Motivation for Scene Graph;Scene Graph Example;Scene Graph Example;Scene Graph Example;Scene Graph Example;Scene Graphs;Scene Graph;Scene Graph;Scene Graph;Scene Graph (VRML 2.0);Example Scene Graph;Scene Graph Considerations;Functional Organization;Functional Organization;Bounding Volume;Bounding Volume;Bounding Volumes;Generating Bounding Spheres;Optimal Enclosing Sphere;Testing Bounding Spheres;Transforming to Camera Space;Testing Near Far Planes;Testing Right, Left, Top, Bottom;Performance;Cull Node;Clipping Issues;Culling Planes;Spatial Data Structures;Bounding Volume Hierarchies;;Bounding Volume Hierarchies;Binary Space Partition;Binary Space Partitioning (BSP) Trees;Axis-Aligned BSP tree (1);Axis-Aligned BSP tree (2);Axis-aligned BSP treeRough sorting;Polygon-aligned BSP tree;BSP tools;Quadtree;Quadtree;Quadtree;Octrees;Octrees (1);Octrees (2);Octree;Regular vs Loose;Ogre;If the scene is dynamic, what can we do ?;Level of Detail;虚拟人几何表示层〔续〕;Level of Detail;Discrete LOD;Progressive Meshes;Progressive Meshes;Progressive Mesh Performance;Culling;Culling Techniques;Culling: Overview;Culling examples;Backface Culling;Backface culling (cont’d);How to cull backfaces;View-Frustum Culling;Can we accelerate VF culling further?;;Culling examples;Portal Culling;Cells and Portals;;;Cells and Portals;Determining the PVS(Potential Visible Set);;Cells and Portals(Teller and Sequin, SIG 91) ;Determining Adjacent Information;Cell-to-Cell Visibility;Compute Cells Visible From Each Cell;Cell-to-Region Visibility;Cell-to-Region Visibility;Image Space Cells and Portals (Luebke and Georges, I3D 95);Top View Showing the Recursive Clipping of the View Volume;Portal Culling;;Replacing Geometry with Images;Portal Images;Simple Example;;;Creating Portal Images;Creating Portal Images;Creating Portal Images;Example Rendering;R
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