Faster 3D game graphics by not drawing what is not seen
Autor: | Kenneth E. Hoff |
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Rok vydání: | 1997 |
Předmět: |
Assembly language
Computer science Animation Graphics pipeline Real-time computer graphics Computer graphics (images) Video game graphics General Earth and Planetary Sciences Graphics computer Computer animation 3D computer graphics ComputingMethodologies_COMPUTERGRAPHICS General Environmental Science computer.programming_language |
Zdroj: | XRDS: Crossroads, The ACM Magazine for Students. 3:20-23 |
ISSN: | 1528-4980 1528-4972 |
DOI: | 10.1145/270955.270968 |
Popis: | 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. |
Databáze: | OpenAIRE |
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