RE: [Algorithms] HOM vs. Hardware
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From: Mark W. <Mwa...@to...> - 2005-06-24 00:25:05
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I used occluders in Carmageddon TDR2000 which were manually placed convex polygons and were tested against using the CPU. We'd typically put two of them in a cross formation inside of buildings that you couldn't enter (eg. an X from the top) and placed them under hills to obscure scenes beyond them. This worked quite effectively. I did plan to add occluder fusion, but it didn't really seem necessary nor did I have the time. Each frame we simply collected occluders that intersected the frustum, roughly sorted them from front to back and tested the geometry bounds against them. If the geometry bounds were inside of all of the planes defined by extruding the occluder polygon edges away from the camera point, we simply skipped it. No real magic or fancy stuff, but worked great. HTH, Mark > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Nakunaru > Sent: Wednesday, 22 June 2005 6:17 AM > To: gda...@li... > Subject: [Algorithms] HOM vs. Hardware >=20 > Has anyone had experience with Zhang's HOM? >=20 > I recently read a little on the technique and it's simple but=20 > very clever. Does anyone know if a tuned version can beat=20 > what we've currently got in hardware? >=20 >=20 > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration=20 > Strategies from IBM. Find simple to follow Roadmaps,=20 > straightforward articles, informative Webcasts and more! Get=20 > everything you need to get up to speed, fast.=20 > http://ads.osdn.com/?ad_idt77&alloc_id=16492&op=3Dick > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 |