RE: [Algorithms] Portal VS BSP
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From: Greg S. [work] <gr...@st...> - 2003-12-14 21:00:43
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For what it's worth, Call of Duty doesn't allow doors or windows to be opened/closed. I'm not sure if this was a design decision or something = that made it easier for them to not have to deal with dynamic visibility. = Make of that what you will =3D) > -----Original Message----- > From: gda...@li... = [mailto:gdalgorithms- > lis...@li...] On Behalf Of De Boer > Sent: Saturday, December 13, 2003 12:59 PM > To: gda...@li... > Subject: [algorithmslist] [Algorithms] Portal VS BSP >=20 > I read that call of duty uses a portal rendering algorithm rather than > BSP. > They state that "to help designers, we switched to a portal based > renderer". > Isn't placing portals an extra burden on artists? I know BSP just has = the > annoying preprocessing, but is there any other reason? It would be > interesting to know how many FPS games don't use BSP. >=20 > I assume the portal rendering just for indoor areas since "portal > technology > effectively confines us to render interior scenes only" [1]. >=20 > Previously I have used BSP because I read that it is more efficient, > perhaps > that is no longer the case? "BSPs trade performance at run-time for a = slow > preprocessing step performed when building the world" [1]. >=20 > What I need is a system to draw architectural buildings + their > surroundings > for large architectural projects (which have fairly large landscapes). = I > have decided to use terrain algs for the terrain, LOD for vegetation = and > LOD > for outside buildings, and either BSP or portal for inside buildings. >=20 > I suppose I will do both and use whatever seems easiest throughout the > whole > development process. >=20 > The scary thing before was that you had to place portals manually. But = in > the buildings I am working with defining where rooms and portals are = is > hard. Sometimes there are so many windows and voids you could almost = say > there is one room. Do artists still have to manually place portals? I = know > that you can do "glass shader" =3D portal, but manually placing the = rest > still > seems like too much work. >=20 > Do any games use a bsp like algorithm to determine portals for the = portal > rendering algorithm? or some other automated portal placement? >=20 > I read a new paper on portal rendering that works for indoor and = outdoor > scenes (well very limited outdoor scenes) called "breaking the walls", > released this year. It had automatic portal placement that is supposed = to > be > better than the bsp automatic placement of portals. >=20 > I also read that doom3 uses portals to connect areas. HL2 uses the = usual > bsp > for indoors and some advanced real-time occlusion for outdoors. So I = guess > FPS games can successfully use either portals or bsps for their indoor > parts. And I am still unsure whether I should go the bsp route again = or > the > portal route. >=20 > [1] > http://www.medialab.chalmers.se/c2c/doc/portals.html >=20 > -Ryan De Boer >=20 >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: SF.net Giveback Program. > Does SourceForge.net help you be more productive? Does it > help you create better code? SHARE THE LOVE, and help us help > YOU! Click Here: http://sourceforge.net/donate/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 |