<Transforming|User's Guide|Collision Calculations>

Visibility Determination

Visibility Determination concerns itself with minimizing the amount of data that is sent to the graphics card for rendering. Specifically, we do not want to send data that will not be seen. Data not sent to the graphics card is said to be culled. The primary focus of this section is Frustum Culling based on the Camera's view frustum. In essence, this frustum creates six standard view planes. The BoundingVolume of an object is tested against the frustum planes to determine if it is contained in the frustum. If at any point the object's bounding is outside of the plane, it is tossed out and no longer processed for rendering. This also includes any children that it managed, allowing fast culling of large sections of the scene.

<Transforming|User's Guide|Collision Calculations>


/var/www/wiki/data/pages/visibility_determination.txt · Last modified: 2009/07/28 18:44 (external edit)  
Recent changes · Show pagesource · Login

Recent changes RSS feed Creative Commons License Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki

subscribe to jME latest jme headlines


site design by bleedcrimson designs © 2008