geometry - Conservatively cover bitmap with small number of primitives? -
i'm researching the possibility of performing occlusion culling in voxel/cube-based games minecraft , i've come across challenging sub-problem. i'll give 2d version of it.
i have bitmap, infrequently has pixels either added or removed it. image link
what want maintain arbitrarily small set of geometry primitives cover arbitrarily large area, such area covered primitives within colored part of bitmap. image link
is there smart way maintain these sets? please not different typical image tracing in primitives can not go outside lines. if helps, have bitmap organized quadtree.
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