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Recursion has a wide range of applications in computer graphics, including generating fractals (using recursive functions to generate self-similar geometric shapes): for example, the Koch Curve fractal is drawn by a recursive function that generates the original shape each time it is called smaller version of . Recursion is also used to traverse the scene graph, which is a data structure used to represent the hierarchical relationships of objects in a 3D scene. By recursively traversing the scene graph, transformations and renderings can be applied to each object.
Applications of Recursion in Computer Graphics Using C Functions
Recursion is a powerful programming technique that allows The function calls itself to solve the problem. It has many applications in computer graphics, such as generating fractals and drawing complex scenes.
Recursive fractal
Fractal is a geometric shape with self-similarity. Fractals can be generated using recursive functions, where each time the function is called a smaller version of the original shape is generated.
For example, the following code uses a recursive function to draw the Koch curve fractal:
void drawKochCurve(Turtle &turtle, double length, int depth) { if (depth == 0) { turtle.forward(length); } else { drawKochCurve(turtle, length / 3, depth - 1); turtle.left(60); drawKochCurve(turtle, length / 3, depth - 1); turtle.right(120); drawKochCurve(turtle, length / 3, depth - 1); turtle.left(60); drawKochCurve(turtle, length / 3, depth - 1); } }
Recursively traverse the scene graph
The scene graph is used to represent the 3D scene A data structure with hierarchical relationships among objects. You can use recursive functions to traverse the scene graph and apply transformations and rendering to each object.
For example, the following code uses a recursive function to traverse the scene graph and render each object:
void renderSceneGraph(SceneNode *root) { // Apply transformation to the current node root->transform(); // Render the current node root->render(); // Recursively traverse the child nodes for (SceneNode *child : root->getChildren()) { renderSceneGraph(child); } }
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