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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.
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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.
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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
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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
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70:. Approaches that precompute visibility for zones are referred to as
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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"
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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
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50:A portal system is based on using the
154:. Computational Science — ICCS 2003.
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239:Baldeve Paunoo; Daut Daman (2004).
338:. You can help Knowledge (XXG) by
102:The use of portals simplifies the
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278:Daniel Sanchez-crespo (2004).
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187:Jones & Bartlett Learning
39:, only a few of which may be
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156:Springer Berlin Heidelberg
21:computer-generated imagery
129:Binary space partitioning
33:visibility determination
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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.
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104:game engine
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135:References
124:Antiportal
78:methods.
45:rendering
118:See also
85:such as
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93:portals
88:Descent
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64:sectors
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