针对抛雪球算法不能很好地处理尖锐特征这一问题,对已有的点边混合模型进行了改进,提出了一种通过射线法判断点与裁剪区域关系的裁剪算法,并给出了基于该算法的绘制策略.该算法能够处理多种复杂裁剪情况,包括复杂多边形及非闭合区域,减少了表面边界对表面点采样率的约束,有效避免了原有绘制方法中复杂的增加采样率的预处理过程,简化了整个绘制流程.通过对比不同模型的绘制速度,得出裁剪算法对绘制速度的影响主要取决于每个像素点的裁剪边数.
The splatting algorithm has difficulty in rendering sharp features. To solve this problem, the point-and-edge model was used and improved. A novel clipping algorithm, which used a ray-based method to decide the relative position between points and clipping areas, was proposed. This algorithm could han- dle various clipping, reduce the restrictions on the sampling rate of surface points caused by the boundery of the surface, avoid a complicated upsampling preprocessing step and simplify the rendering of the model. A comparison of different models indicates that the rendering speed is mainly affected by the average clip- ping edges of every point.