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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">ellibs</journal-id><journal-title-group><journal-title xml:lang="ru">Электронные библиотеки</journal-title><trans-title-group xml:lang="en"><trans-title>Russian Digital Libraries Journal</trans-title></trans-title-group></journal-title-group><issn pub-type="epub">1562-5419</issn><publisher><publisher-name>Казанский (Приволжский) федеральный университет</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26907/1562-5419-2025-28-3-484-505</article-id><article-id custom-type="elpub" pub-id-type="custom">ellibs-575</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>Статьи</subject></subj-group></article-categories><title-group><article-title>Представление трёхмерных объектов для логических преобразований в реальном времени</article-title><trans-title-group xml:lang="en"><trans-title>3D Objects Representation for Real-Time Boolean Operations</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Плотников</surname><given-names>Илья Евгеньевич</given-names></name><name name-style="western" xml:lang="en"><surname>Plotnikov</surname><given-names>Ilya Evgenievich</given-names></name></name-alternatives><email xlink:type="simple">ilaya.link@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Костюк</surname><given-names>Даниил Иванович</given-names></name><name name-style="western" xml:lang="en"><surname>Kostyuk</surname><given-names>Daniil Ivanovich</given-names></name></name-alternatives><email xlink:type="simple">xdxnxkx@gmail.com</email><xref ref-type="aff" rid="aff-2"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Казанский (Приволжский) федеральный университет</institution></aff><aff xml:lang="en"><institution>Kazan (Volga region) Federal University</institution></aff></aff-alternatives><aff-alternatives id="aff-2"><aff xml:lang="ru"><institution>Казанский (Приволжский) федеральный университет</institution></aff><aff xml:lang="en"><institution>Kazan Federal University</institution></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>23</day><month>06</month><year>2025</year></pub-date><volume>28</volume><issue>3</issue><fpage>484</fpage><lpage>505</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Плотников И.Е., Костюк Д.И., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Плотников И.Е., Костюк Д.И.</copyright-holder><copyright-holder xml:lang="en">Plotnikov I.E., Kostyuk D.I.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://ellibs.elpub.ru/jour/article/view/575">https://ellibs.elpub.ru/jour/article/view/575</self-uri><abstract><p>Дан сравнительный анализ методов представления трёхмерных объектов для выполнения булевых операций в реальном времени в среде игрового движка Unity. Рассмотрены четыре основных подхода: полигональное представление на основе конструктивной твердотельной геометрии (CSG), функции знакового расстояния (SDF), воксельные методы и CAD-системы с представлением границ (B-Rep) и NURBS-поверхностями.


Проведено экспериментальное исследование производительности полигональных алгоритмов булевых операций и SDF-функций на основе реализации ray marching. Выявлено, что полигональные методы характеризуются высокими начальными затратами на построение системы, но обеспечивают стабильную производительность при длительных операциях и сохранение результатов преобразований. SDF-функции демонстрируют высокую скорость выполнения операций и гибкость в создании сглаженных переходов между объектами, однако ограничены в применении для долговременных задач из-за особенностей вычислительной модели.


Определены области эффективного применения каждого подхода: полигональные методы рекомендуются для задач, требующих точного геометрического контроля и интеграции с традиционными графическими конвейерами, в то время как SDF-функции оптимальны для процедурной генерации, многослойного рендеринга материалов и создания динамических визуальных эффектов. Результаты исследования могут быть использованы при разработке интерактивных симуляторов, игровых приложений и систем виртуальной реальности.
</p></abstract><trans-abstract xml:lang="en"><p>The paper presents a comparative analysis of methods for representing three-dimensional objects to perform real-time Boolean operations in the Unity game engine environment. Four main approaches are considered: polygonal representation based on constructive solid geometry (CSG), sign distance functions (SDF), voxel methods and CAD-systems with boundary representation (B-Rep) and NURBS-surfaces.


An experimental study of the performance of polygonal algorithms of Boolean operations and SDF functions based on ray marching implementation is carried out. It is revealed that polygonal methods are characterized by high initial system construction costs, but provide stable performance during long operations and preservation of transformation results. SDF functions demonstrate high speed of operations and flexibility in creating smooth transitions between objects, but are limited in application for long-term tasks due to the peculiarities of the computational model.


The areas of effective application of each approach are identified: polygonal methods are recommended for tasks requiring precise geometric control and integration with traditional graphics pipelines, while SDF functions are optimal for procedural generation, multilayer material rendering and creation of dynamic visual effects. The results of the study can be used in the development of interactive simulators, game applications and virtual reality systems.
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