Re: [Algorithms] portal engines in outdoor environments
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From: Mark W. <mwi...@cy...> - 2000-08-18 21:39:46
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----- Original Message ----- From: "John Ratcliff" <jra...@ve...> To: <gda...@li...> Sent: Friday, August 18, 2000 4:19 PM Subject: RE: [Algorithms] portal engines in outdoor environments > > >at large polygon walls. The eye-to-vertex algorithm tells me the wall is > not > >visible because I can't see its vertices. I don't know what to do about it > >yet. Any ideas? > > Send more rays. For large polygons tesselate them down to some minimum > threshold size and send rays to them. > > John > Assuming all this work is done as a pre-process, wouldn't it be easier to simply render the scene and read back the frame buffer? To be more specific: 1) Assign each node some unique RGB color. 2) Render all polygons in a node using its unique RGB color. 3) Read back the frame buffer and record all unique RGB values in the image. This will give you all nodes visible from this node. The Z-Buffer will take care of eliminating any invisible nodes. 4) If you do this with 6 images/orientations (like those used to make skyboxes) you will cover the entire view. The main problem (which also exists in John's method) is that you don't know where to place the camera inside the node before you render the images or do your ray-casting. I guess you would need to repeat all this from random locations within a node to make sure you catch all possible cases. IIRC, the method I described above was used for Rogue Squadron on the N64. They used some hi-end SGI workstation to render thousands of images and analyze them to determine visibility. -Mark |