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Hidden Surface Removal Algorithms

Posted: Thu Apr 26, 2007 10:03 am
by Virion
This might be useful for developers.
http://www.ibiblio.org/e-notes/3Dapp/Hidden.htm

Posted: Thu Apr 26, 2007 10:07 am
by Virion
And this is a paper written by University of Virginia about Hidden Surface Removal.
http://www.cs.virginia.edu/~gfx/courses ... hidden.pdf

Posted: Thu Apr 26, 2007 10:12 am
by Virion

Posted: Thu Apr 26, 2007 10:50 am
by Frodenius
ahem ahem this is devmaster or not??

Posted: Thu Apr 26, 2007 10:54 am
by sio2
The 6DX Engine has a portal renderer but I haven't got round to porting it (sic) to Irrlicht yet. I'd probably just implement it from scratch using Irrlicht math classes anyway; build Irrlicht frustums from portal quads and use Irrlicht to reject stuff out the frustum (which Irrlicht is designed to do anyway).

Also, it's a pity that the PVS in Quake3 maps is currently just thrown away when loaded by Irrlicht. Note that if you build an octree, the worst-case scenario is to render the entire level. Then again, in a test I did with IrrSpintz I loaded the Quake3 level into a static VB (vertex buffer in gpu mem), rendered the lot every frame and it was still quicker than vanilla Irrlicht+octree.

Posted: Thu Apr 26, 2007 10:59 am
by Virion
Frodenius wrote:ahem ahem this is devmaster or not??
opps :oops:

By the way I have a question which I wanted to ask long time ago.
Why don't the owner of Irrspintz join the irr dev team to improve the vanilla irrlicht? Besides doing his own version of irrlicht...

Posted: Thu Apr 26, 2007 11:05 am
by sio2
devmaster as a link to "Aztica 6DX" in the Portal section of "3D Engines". The aztica.com site is dead as the original developer left for RL. He made me an admin on sourceforge before disappearing so you can get the source from there.

Virion mentioned in another thread that Irrlicht could do with some PVS and I couldn't agree more. Apart from frustum culling and octtrees I don't think there's anything else already in there for decent PVS.

When I get time I'll look at at making a 6DX scene node to load 6dx maps. These maps use portals and can be made with Quark. I used Quark heavily a few years ago and it's a very good map-making tool. Plus it's open source.

Posted: Thu Apr 26, 2007 11:09 am
by sio2
Virion wrote:Why don't the owner of Irrspintz join the irr dev team to improve the vanilla irrlicht?
You'll have to ask Spintz that for a definitive answer. I myself think there's a "divergence of priorities".

Posted: Thu Apr 26, 2007 1:16 pm
by Spintz
divergence of priorities
Best way to put it in so few words. And so PC as well....I like it....:D

Sig change coming.......