diff --git a/README.assets/bvh_and_quadtree.png b/README.assets/bvh_and_quadtree.png new file mode 100644 index 0000000..8fabd46 Binary files /dev/null and b/README.assets/bvh_and_quadtree.png differ diff --git a/README.md b/README.md index 569a90d..373aaf7 100644 --- a/README.md +++ b/README.md @@ -35,6 +35,10 @@ 复杂的矢量纹理中存在大量图元,故**使用BVH(Bounding Volume Hierarchies,层次包围盒)结构组织图元**,以加速对于图元的搜素,同时可避免重复存储相似的图元。 +划分示例如下图(绿框为BVH,红框为四叉树): + +![ssbo](README.assets/bvh_and_quadtree.png) + 经过上述方法处理的矢量纹理数据以SSBO(Shader Storage Buffer Object)形式存储于显存,最终在显存中维护的数据结构如下图所示: ![ssbo](README.assets/ssbo.png)