Visibility Preprocessing for Interactive Walkthroughs
|Date written:||July 1991|
|Links:||The article in .ps format|
This article describes how the map is put in a k-D tree, using only important features as splitting planes. A PVS is then computed on this k-D tree in the preprocessing step. At run-time the PVS is used as first culling, followed by a more accurate portal culling. The visibility is then cached to utilize frame coherency.
|Date created:||0000-00-00 00:00:00|
|Date evaluated:||0000-00-00 00:00:00|