Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Fast backface culling using normal masks
Proceedings of the 1997 symposium on Interactive 3D graphics
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
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The increasing demands of 3D game realism - in terms of both scene complexity and speed of animation - are placing excessive strain on the current low-level, computationally expensive graphics drawing operations. Despite these routines being highly optimized, specialized, and often being implemented in assembly language or even in hardware, the ever-increasing number of drawing requests for a single frame of animation causes even these systems to become overloaded, degrading the overall performance. To offset these demands and dramatically reduce the load on the graphics subsystem, we present a system that quickly and efficiently finds a large portion of the game world that is not visible to the viewer for each frame of animation, and simply prevents it from being sent to the graphics system. We build this searching mechanism for unseen parts from common and easily implemented graphics algorithms.