Briefly describe the visual simulation of the bolt component production process

At present, display systems typically feature high triangle generation speeds but limited bandwidth, making the use of optimized algorithms highly beneficial. One effective approach is to pre-calculate depth complexity—determining the maximum number of overlapping surfaces for each pixel based on the current viewing angle. This helps reduce the sequence length and minimizes the number of redundant polygons that need to be rendered. This technique is widely used to enhance the performance of various dynamic algorithms. It’s important to note that the base entity model must be closed, and all surfaces involved in the process should be properly pruned within the spatial domain. Otherwise, parity checks may yield incorrect results. Additionally, due to inherent limitations, the edges along seams between polygons must follow the same linear equation. If not, cracks may appear at the joints when the viewing angle changes. Since the algorithm performs a parity check on a per-pixel basis, these cracks can lead to incorrect results, resulting in small, misplaced artifacts on the screen. To implement this, the base entity is enclosed as a class, and data is stored using a linked list or dynamic array, as described in the paper. Each additional process involves adding a difference retrace space entity, incorporating keyboard or mouse input handling, and continuously updating the geometry of the retrace space to enable interactive, real-time simulations. Users can adjust the size of the milling cutter's retrace space by pressing keys, allowing the milling model to move accordingly and simulate the cutting process dynamically. Thanks to the dynamic model, users can advance or retract the workpiece at any time without increasing computational load, offering great flexibility for real-time modifications to the machining program. Traditional dynamic algorithms, including the standard 7×7 method, usually avoid direct writes to the color buffer because they require cache copying. Instead, they generate final depth values first and then use depth testing to render all surfaces into the color buffer for the final output. However, the simplified algorithm proposed in this paper eliminates the need for cache copying in certain cases. This allows the color buffer to be updated simultaneously with the depth value, removing the final post-processing step and significantly improving overall efficiency.

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