java - Omit off-screen triangles -


i creating simple little software 3d engine. right polygon doesn't render if of vertexes outside of frustum, that's fine , until close polygon , vertexes off screen middle still inside frustum omits anyways. try render anyways need optimizations first 1 thought of.

here gif & code of problem if didn't understand trying across.

boolean v1inside = v1.isinsideviewfrustum(); boolean v2inside = v2.isinsideviewfrustum(); boolean v3inside = v3.isinsideviewfrustum(); if (v1inside && v2inside && v3inside) {    rasterizetriangle(v1, v2, v3);    return; }  if (!(v1inside || v2inside || v3inside)) {     return; } 

not rendering when verts off screen

you can implement conservative approach frustum culling, gives false positives (instead of false negative). typical approach reject triangle, if vertices fall on wrong side of frustum plane.

         b  |    b  |   c  --+-------+-------  c d  |       |   e    |       | ---+-------+-------  d f  |   g   |   h 

here in 2d case, there 4 clipping planes: a, b, c, d. approach rejects triangle above line/plane 'c', below line 'd', left of line 'a' or right of line 'b', not rejecting e.g. case of vertices in segments b, g , h.

this kind of culling easy implement after perspective projection, giving simple equations: e.g. x0,x1,x2 < -1, or using planar equations of frustum:

dot_product(vertex, plane) < constant_i. 

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