From rssfeeds@jmason.org Mon Oct 7 12:05:37 2002 Return-Path: Delivered-To: yyyy@localhost.example.com Received: from localhost (jalapeno [127.0.0.1]) by jmason.org (Postfix) with ESMTP id D12A616F1F for ; Mon, 7 Oct 2002 12:04:14 +0100 (IST) Received: from jalapeno [127.0.0.1] by localhost with IMAP (fetchmail-5.9.0) for jm@localhost (single-drop); Mon, 07 Oct 2002 12:04:14 +0100 (IST) Received: from dogma.slashnull.org (localhost [127.0.0.1]) by dogma.slashnull.org (8.11.6/8.11.6) with ESMTP id g9780oK23299 for ; Mon, 7 Oct 2002 09:00:50 +0100 Message-Id: <200210070800.g9780oK23299@dogma.slashnull.org> To: yyyy@example.com From: gamasutra Subject: Rendering the Great Outdoors: Fast Occlusion Culling for Outdoor Environments Date: Mon, 07 Oct 2002 08:00:49 -0000 Content-Type: text/plain; encoding=utf-8 X-Spam-Status: No, hits=-950.8 required=5.0 tests=AWL,T_NONSENSE_FROM_40_50 version=2.50-cvs X-Spam-Level: URL: http://www.newsisfree.com/click/-0,8613679,159/ Date: 2002-10-06T18:12:41+01:00 Rendering engines used in today’s game titles utilize various techniques for hidden surface removal (HSR), different techniques being suitable for different game genres. For example, action games played in closed-in locations need an engine allowing fast rendering of a few hundred polygons, a high frame rate, and a high level of details to impress players. Conversely, a game that is taking place outdoors requires quite a different approach. This features present one one technique for hidden surface removal usable in 3D engines using tilizing object occlusion.