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Re: GTC: visibility culling for scene graphs



> I've been thinking about visibility culling. 
> Since we seek to be able to do all 
> kinds of games efficiently, we most definetly 
> need visibility culling. This is 
> necessary for FPS and CRPG.
> 
> The method I'm thinking about resembles 
> something I saw a few years ago in 
> SIGGRAPH. I would need to revisit that paper 
> to see what I can use.

Don't know if GTC already have this concept, but
we could implement this and other culling algorithms
using custom graph travesers, like SGI's Performer.
This would allow great modularity. 

We could have basic travesers (like update, frustrum_cull,
visi_cull, render, network, etc) that would acept a 
[root] node* as parameter and do the apropriate action 
with the child graph.

This way we could have independent travesers and lot of
space for user custom made travesers.

+-----------------------------------------------------------+
|  Marcelo de Azevedo Wilbert Camelo  <camelo@led.ufsc.br>  |
|                                                           |
|    Laboratorio de Ensino a Distancia - Equipe Internet    |
|    Programa de Pos-Graduacao em Engenharia de Producao    |
| Universidade Federal de Santa Catarina - Florianopolis/SC |
+-----------------------------------------------------------+

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