Exploiting the frame coherence, we construct the texture data as quadtree, and integrated with geometry quadtree, which handle the problem of large texture in real-time.
为了解决单张高分辨率纹理映射的问题,我们利用纹理在绘制中的连贯性,将纹理数据组织为四叉树结构。
Exploiting the frame coherence, we construct the texture data as quadtree, and integrated with geometry quadtree, which handle the problem of large texture in real-time.
为了解决单张高分辨率纹理映射的问题,我们利用纹理在绘制中的连贯性,将纹理数据组织为四叉树结构。
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