3D Primitive Picking on GPU

Guiqing Li · Journal of Engineering Graphics · 2009

Two novel 3D picking approaches implemented based on GPU are investigated.The first one is scene geometry independent,and it picks a 3D primitive by rendering the position information and point information of geometry primitives to a render target floating texture.The second one is scene geometry dependent,and it calculates the picking ray by inverting the transforms from the world space to the projection space,and then intersects each primitive with the ray using a geometry shader.Both approaches can pick the position and point of a primitive within half frame time on GPU.Especially,the first one can achieve pixel precision.

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