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Faster 3D game graphics by not drawing what is not seen

Published:01 May 1997Publication History
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Abstract

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.

References

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  2. 2 Zhangh, Hansong and Kenneth E. Hoff III. Fast Backface Culling Using Normal Masks. To appear in ACM Interactive 3D Graphics Conference, 1997. Google ScholarGoogle ScholarDigital LibraryDigital Library
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  1. Faster 3D game graphics by not drawing what is not seen

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                  cover image XRDS: Crossroads, The ACM Magazine for Students
                  XRDS: Crossroads, The ACM Magazine for Students  Volume 3, Issue 4
                  Special issue on computer graphics
                  May 1997
                  77 pages
                  ISSN:1528-4972
                  EISSN:1528-4980
                  DOI:10.1145/270955
                  Issue’s Table of Contents

                  Copyright © 1997 ACM

                  Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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                  Association for Computing Machinery

                  New York, NY, United States

                  Publication History

                  • Published: 1 May 1997

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