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虚拟现实:深度队列冲突之言

[英]Virtual Reality: Word for conflict in depth queue

I'm searching for a word that describes a conflict in the depth queue of a 3d projection. 我正在寻找一个描述3d投影深度队列中的冲突的词。

Example: 例: 示例图片

A user has a distance of 2 Meter from a 3D Display. 用户与3D显示器的距离为2米。 The 3D Displays projects an image of a ball 50 cm from the user. 3D显示器投射距离用户50厘米的球的图像。 If now a pysical Object (like a Paper) is inserted in the middle between user and display (1 meter distance), than the projected ball should be in front of the object. 如果现在在用户和显示器之间的中间位置(1米距离)插入了一个透明物体(如纸),则投影的球应该在该物体的前面。 But since the Paper blocks the display it is in front of the Ball. 但是由于纸张挡住了显示屏,因此它位于球的前面。

So the "correct" depth queue would be (ball, Paper, display), but the user sees (Paper, ball, display). 因此,“正确的”深度队列将是(球,纸,显示),但用户看到了(纸,球,显示)。

What is the name for this conflict in the depth queue which destroys the 3d illusion? 在深度队列中破坏3d幻觉的冲突的名称是什么?

ps: I think depth queue is the correct term, correct me if i'm wrong. ps:我认为深度队列是正确的说法,如果我错了,请纠正我。

The process you're describing is called "Occlusion Culling" and the "depth queue" is actually called a "z-buffer." 您所描述的过程称为“遮挡剔除”,而“深度队列”实际上称为“ z缓冲区”。 There isn't a specific word (at least not a well-accepted one) for having a incorrect ordering of a z-buffer or an incomplete culling of occlusions. 没有一个特定的单词(至少不是一个公认的单词)用于z缓冲区的排序错误或遮挡剔除不完全。

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