Knowledge (XXG)

Portal rendering

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for the area it leads to. Ideally, portals are formed of confined areas (like doors or tunnels), connecting two complex areas of the scene, where each of these areas would be enclosed in such a polygonal body.
91:, the game area might be divided into several zones. These zones would then be connected to each other by small openings such as doors or windows. These openings are referred to as 114:
Portals are best suited for indoor scenes such as mazes. Outdoor scenes do not usually have door-like objects that would clearly separate one zone from another.
95:. When the zone behind a portal needs to be drawn, the only parts that are visible are the parts that can be seen through the portal. Therefore, the zone can be 365: 106:'s task of determining visible areas and objects from any given point of view of the level, and simplifies rendering by allowing it to use each portal as a 54:
to form generalizations about the visibility of objects within those spaces. Regions of map space are divided into polygonal, generally
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International Conference Melbourne, Australia and St. Petersburg, Russia June 2–4, 2003 Proceedings, Part I
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David Abramson; Alexander V. Bogdanov; Jack J. Dongarra; Albert Y. Zomaya; Yuriy E. Gorbachev (2003).
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on screen at a given time. By determining which polygons are currently not visible, and not
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Tricks of the 3D Game Programming Gurus: Advanced 3D Graphics and Rasterization
66:. Adjacent zones are linked to one another via shared dividing polygons termed 35:. For example, consider a 3D computer game environment, which may contain many 123: 70:. Approaches that precompute visibility for zones are referred to as 47:
those objects, significant performance improvements can be achieved.
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Technique for visibility determination in computer graphics
241:"Dynamic Scene Occlusion Culling in Architectural Scenes" 339: 281:Core Techniques and Algorithms in Game Programming 99:against the portal boundaries to remove overdraw. 182:Advanced 3D Game Programming with DirectX 10.0 359: 8: 366: 352: 140: 260: 249: 50:A portal system is based on using the 154:. Computational Science — ICCS 2003. 7: 320: 318: 239:Baldeve Paunoo; Daut Daman (2004). 338:. You can help Knowledge (XXG) by 102:The use of portals simplifies the 14: 322: 278:Daniel Sanchez-crespo (2004). 1: 187:Jones & Bartlett Learning 39:, only a few of which may be 313:Building a 3D Portal Engine 406: 317: 156:Springer Berlin Heidelberg 21:computer-generated imagery 129:Binary space partitioning 33:visibility determination 390:Computer graphics stubs 72:potentially visible set 334:–related article is a 259:Cite journal requires 210:André LaMothe (2003). 52:partitioning of space 189:. pp. 490–511. 179:Peter Walsh (2010). 31:is an algorithm for 25:3D computer graphics 81:For example, in a 385:Computer graphics 347: 346: 332:computer graphics 397: 368: 361: 354: 326: 319: 300: 299: 286:New Riders Press 275: 269: 268: 262: 257: 255: 247: 245: 236: 230: 229: 218:. p. 1408. 207: 201: 200: 176: 170: 169: 145: 29:portal rendering 405: 404: 400: 399: 398: 396: 395: 394: 375: 374: 373: 372: 309: 304: 303: 296: 288:. p. 372. 277: 276: 272: 258: 248: 243: 238: 237: 233: 226: 216:Sams Publishing 209: 208: 204: 197: 178: 177: 173: 166: 158:. p. 915. 147: 146: 142: 137: 120: 108:viewing frustum 62:, or sometimes 58:, areas called 17: 12: 11: 5: 403: 401: 393: 392: 387: 377: 376: 371: 370: 363: 356: 348: 345: 344: 327: 316: 315: 308: 307:External links 305: 302: 301: 294: 270: 261:|journal= 231: 224: 202: 195: 171: 164: 139: 138: 136: 133: 132: 131: 126: 119: 116: 23:and real-time 15: 13: 10: 9: 6: 4: 3: 2: 402: 391: 388: 386: 383: 382: 380: 369: 364: 362: 357: 355: 350: 349: 343: 341: 337: 333: 328: 325: 321: 314: 311: 310: 306: 297: 295:9780131020092 291: 287: 283: 282: 274: 271: 266: 253: 242: 235: 232: 227: 225:9780672318351 221: 217: 213: 206: 203: 198: 196:9781449612764 192: 188: 184: 183: 175: 172: 167: 165:9783540448600 161: 157: 153: 152: 144: 141: 134: 130: 127: 125: 122: 121: 117: 115: 112: 109: 105: 100: 98: 94: 90: 89: 84: 83:computer game 79: 77: 73: 69: 65: 61: 57: 53: 48: 46: 42: 38: 34: 30: 26: 22: 340:expanding it 329: 280: 273: 252:cite journal 234: 211: 205: 181: 174: 150: 143: 113: 101: 92: 86: 80: 75: 67: 63: 59: 49: 28: 18: 104:game engine 379:Categories 135:References 124:Antiportal 78:methods. 45:rendering 118:See also 85:such as 37:polygons 97:clipped 93:portals 88:Descent 68:portals 64:sectors 41:visible 292:  222:  193:  162:  56:convex 330:This 244:(PDF) 60:zones 336:stub 290:ISBN 265:help 220:ISBN 191:ISBN 160:ISBN 76:PVS 74:or 19:In 381:: 284:. 256:: 254:}} 250:{{ 214:. 185:. 27:, 367:e 360:t 353:v 342:. 298:. 267:) 263:( 246:. 228:. 199:. 168:.

Index

computer-generated imagery
3D computer graphics
visibility determination
polygons
visible
rendering
partitioning of space
convex
potentially visible set
computer game
Descent
clipped
game engine
viewing frustum
Antiportal
Binary space partitioning
International Conference Melbourne, Australia and St. Petersburg, Russia June 2–4, 2003 Proceedings, Part I
Springer Berlin Heidelberg
ISBN
9783540448600
Advanced 3D Game Programming with DirectX 10.0
Jones & Bartlett Learning
ISBN
9781449612764
Sams Publishing
ISBN
9780672318351
"Dynamic Scene Occlusion Culling in Architectural Scenes"
cite journal
help

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