An alternative method to the visibility preprocessing stage of rendering is implemented and tested against a popular method widely in use. This alternative method, NU-Octree spatial subdivision combined with visibility pre-calculation, involves storing the viewcells of a 3D environment in a tree and performing a series of tests to determine viewcell-to-viewcell visibility. The resulting implementation showed significant improvement over an existing method in rendering scenes typical in computer games.
Worcester Polytechnic Institute
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