The occlusion algorithm is necessary in CAD and the gaming industry. And they are different in the two industries that I think. My questions:
- What occlusion algorithms are used respectively in the two standards?
- and what is the difference?
I am working on the development of CAD, and the occlusion algorithm that we adopted - sets the identifier of the object as its color (integer), then renders the scene, finally reads a pixel to find out visible objects. Performance is not so good, so I want to get some good ideas here. Thanks.
After reading the anders, I want to clarify that the occlusion algorithms here mean "occlusal rejection" - they detect a visible surface or objects before sending them to the conveyor.
Using google, I found the algorithm in gamasutra . Any other good ideas or insights? Thanks.
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