Advanced Graphics Algorithms @ DevMaster.net

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Following the introduction we present a section on several graphics rendering concepts that feature in this article. In the remainder of this article we will discuss six popular algorithms for indoor and outdoor rendering of environments, namely:
  • quad-based static rendering of environments
    a continuous level-of-detail (CLOD) rendering of height fields as described by Roettger et al [1]
    real-time optimally adapting meshes (ROAM) for terrain rendering
    portal-based rendering of indoor environments
    binary space partitions (BSP) of indoor environments
    potential visibility sets (PVS)

We will discuss each approach, offering a high-level description of each as well as implementation considerations where appropriate. Finally each algorithm will be discussed in terms of its application in modern graphics system before we conclude the article.
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