Search results
Results from the WOW.Com Content Network
The example recursive algorithm outline below (MATLAB syntax) decomposes an array of 3-dimensional points into octree style bins. The implementation begins with a single bin surrounding all given points, which then recursively subdivides into its 8 octree regions. Recursion is stopped when a given exit condition is met.
Java 3D central hierarchies in LePUS3. Java 3D is a scene graph-based 3D application programming interface (API) for the Java platform.It runs on top of either OpenGL or Direct3D until version 1.6.0, which runs on top of Java OpenGL (JOGL).
The Z-ordering can be used to efficiently build a quadtree (2D) or octree (3D) for a set of points. [4] [5] The basic idea is to sort the input set according to Z-order.Once sorted, the points can either be stored in a binary search tree and used directly, which is called a linear quadtree, [6] or they can be used to build a pointer based quadtree.
Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. [ 1 ] [ 2 ] It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Game Technology Group at Sun Microsystems .
Architecture of OpenSceneGraph, an open-source 3D graphics API supporting feature-rich and widely adopted scene graph implementation.. A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often spatial representation of a graphical scene.
These APIs for 3D computer graphics are particularly popular: ANGLE, web browsers graphics engine, a cross-platform translator of OpenGL ES calls to DirectX, OpenGL, or Vulkan API calls. Direct3D (a subset of DirectX) Glide a defunct 3D graphics API developed by 3dfx Interactive. Mantle developed by AMD. Metal developed by Apple.
The first was storing the fragment data in a 3D array, [3] where fragments are stored along the z dimension for each pixel x/y. In practice, most of the 3D array is unused or overflows, as a scene's depth complexity is typically uneven. To avoid overflow the 3D array requires large amounts of memory, which in many cases is impractical.
A texture map [5] [6] is an image applied (mapped) to the surface of a shape or polygon. [7] This may be a bitmap image or a procedural texture.They may be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource bundles.