Refresh your Memory: Advanced Graphics Algorithms
subtle writes "DevMaster.net has posted an interesting article about advanced graphics algorithms. The article discusses six widely used algorithms in graphics rendering of indoor and outdoor environments, namely: quad-based static terrain, Roettger's approach to continuous levels-of-detail in terrain, real-time optimally adapting meshes, portals, BSPs and PVSs. In each case the algorithm is discussed and some aspects of implementation are considered, as well as analyize each algorithm for its application in modern graphics systems."
This is one of the best collections of graphics algorithms on the net I'm aware of:
comp.graphics.algorithms FAQ
Another favorite of mine is Ray Tracing News, but there haven't been any new issues in a few years.
What other people's favorite collections of algorithms?
-jim
Heya :)
;)
;) - hence the somewhat formal and academic style; however, in its current form as an article on DevMaster it is intended for intermediate readers. Those that look for some additional insight into (spatial) graphics algorithms. The article isn't a tutorial and (given its history) is not bothered with technical details, however, it does make reference to useful starting places for those that wish to explore the matter some more.
;) Those that really need them should go to the website.
I'm the author of the article. So I guess I can explain a few things.
Originally the article was written 3 years ago as a technical report for a small course I needed to do. DevMaster found this work and asked me whether they could make it available.
The course took place over 8 weeks, covering each algorithm in a week - and 2 weeks for the report at the end. The actual course work is still accessable at
http://www.cs.sun.ac.za/~henri/advgfx.html
And includes pictures and sources to keep everybody happy.
To those that are uncertain who the intended target audience is - well, originally my supervisor...
Although I agree - pretty pics would've been nice.
The choice of algorithms reflects not the state-of-the-art, nor the best approaches to solving graphics issues. The algorithms were, however, easily accessable to me at the time - and hence featured in my one-algorithm-a-week plan.
Somebody mentioned that BSPs are outdated, this isn't true - though they have been around for ages, they are still the work-horse for most indoor engines around. Sure, BSPs are rarely used for the actual rendering process (as mentioned in the article), but in terms of processability of spatial organization they are hard to beat.
I stand to be corrected but I'm rather sure Doom3 makes use of some form of BSPs as well. That should be good enough for anybody.