Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
A human's eye view: motion blur and frameless rendering
Crossroads - Special issue on computer graphics
QoS impact on user perception and understanding of multimedia video clips
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
The Video GameTheory Reader
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Level of detail based occlusion culling for dynamic scenes
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Mastering Unreal Technology: The Art of Level Design
Mastering Unreal Technology: The Art of Level Design
Hi-index | 0.00 |
This article aims to provide guidelines for artists during the planning stages of game-level design and production that will anticipate an optimal balancing point between rich graphical content and sufficiently fast frame rates. To achieve this end, a detailed examination will be undertaken on data optimization methods, occlusion systems, and planning strategies with the intention of streamlining game production and level design to give the result of expertly optimized game levels. The means to achieving this aim are • to define what factors affect frame rates: terrain, binary space partitioning (bsp), static mesh, decorators, and particle emitters; and • to discuss potential occlusion solutions and test them: zone fog, anti portals, and zone portals; and • to combine the results into a guide. Using occlusion systems in the right way almost always results in faster frame rates and smoother playability, and therefore in an opportunity to supply more or at least maximize the graphical in-game content.