Selecting only visible geometry to render the graphics performance can be increased.
With respect to a view (camera or player pos) two basic culling are performed at the application level.
View frustum culling eliminates polygons outside the view frustum.
Occlusion culling eliminates groups of polygons inside the view frustum and occluded by other objects.
Face culling and Depth buffering schemes are built in components.(e.g. OpenGL implementations )
Face culling eliminates polygons facing towards/away with respect to the camera.
Depth buffer(Z-buffer) stores the depth value for each location in the frame buffer. When a new pixel is to be written to the frame buffer the old depth values are compared against the new one.
Algorithms for HSR work in either image space or object space. Object space methods deal with comparing objects and parts of objects each other within the scene. Image space methods deal with deciding the visibility point by point, at each pixel position on the projection plane
Object space methods:
Face Culling
View-Frustum Culling
Occlusion Culling
Octree Method
BSP tree Method
Portals
Image space HSR methods:
Z-Buffer
A-Buffer
Scan line method
Area Subdivision Method
With respect to a view (camera or player pos) two basic culling are performed at the application level.
View frustum culling eliminates polygons outside the view frustum.
Occlusion culling eliminates groups of polygons inside the view frustum and occluded by other objects.
Face culling and Depth buffering schemes are built in components.(e.g. OpenGL implementations )
Face culling eliminates polygons facing towards/away with respect to the camera.
Depth buffer(Z-buffer) stores the depth value for each location in the frame buffer. When a new pixel is to be written to the frame buffer the old depth values are compared against the new one.
Algorithms for HSR work in either image space or object space. Object space methods deal with comparing objects and parts of objects each other within the scene. Image space methods deal with deciding the visibility point by point, at each pixel position on the projection plane
Object space methods:
Face Culling
View-Frustum Culling
Occlusion Culling
Octree Method
BSP tree Method
Portals
Image space HSR methods:
Z-Buffer
A-Buffer
Scan line method
Area Subdivision Method