Frustum and Occlusion Culling in a Quadtree-based Terrain Renderer

نویسنده

  • Nathaniel Reed
چکیده

......................................................................................................................... 2 ACKNOWLEDGEMENTS ....................................................................................................... 2 TABLE OF CONTENTS ......................................................................................................... 3 INTRODUCTION................................................................................................................... 4 Factors Affecting Framerate .........................................................................................................4 Frustum and Occlusion Culling ....................................................................................................5 APPLICATION ..................................................................................................................... 6 Subdivision and the Quadtree .......................................................................................................6 Implementation .............................................................................................................................7 Hypothesis.....................................................................................................................................9 Procedure ....................................................................................................................................10 Analysis of Results .....................................................................................................................10 Conclusion ..................................................................................................................................12 BIBLIOGRAPHY................................................................................................................. 13

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تاریخ انتشار 2004