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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."

2 of 140 comments (clear)

  1. Outdoor environment rendering.... by old_skul · · Score: 5, Interesting

    This is a very hot technical issue in gaming right now. The last 5 years have netted us decent techniques for doing network communications for low-latency gaming; with those in place now, we turn again to graphics.

    Tribes and Tribes 2 were some of the first games to take on outdoor environments and do them well. Now, we have Unreal Tournament 2004 and Far Cry leading the pack with gloriously realistic outdoor playspaces.

    It's only a matter of time before next generation gaming engines like these turn to non-linear gameplay such as what's in GTA 3 and we wind up with a world simulation that has a level of realism approaching reality.

  2. Re:IAAGD by BillLeeLee · · Score: 5, Interesting

    Overall I enjoyed the article. I'm a complete beginner when it comes to computer graphics, but I'm really interested in computational theory and algorithms and I think I'm pretty good with those subjects (classes I've enjoyed the most on my road to being a CS major are algorithms and mathematical courses for the most part).

    The article touches on many subjects I haven't heard about and I learned what a BSP (binary space partitioning) tree is, at least. Graphics are probably the next thing I'll try to get into, and I still have an OpenGL manual lying around that's only been opened once.

    Perhaps as a game programmer, you'd probably see that it's not as in-depth as you'd want, and it's probably not simple enough to be understood by everyone, but the article caters to, I guess, intermediate level people with a developing interest in computer graphics? Hits the sweet spot with me. ;)

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