Determining Method of Optimization Region of Quadrilateral Meshes Based on Viewpoints

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Abstract:

Optimization rules of surface quadrilateral meshes are introduced in the paper. The transformation relationship between the viewpoint coordinate and point coordinate in view frustum are inferred, and a method of determining optimization region of quadrilateral meshes based on the viewpoint is expounded. Given the steps of developing openGL graph render method by MFC and its application results, and proved proved thatthat the algorithm is reliable and runs correctly.

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3130-3133

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December 2010

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© 2011 Trans Tech Publications Ltd. All Rights Reserved

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