FACTOID # 57: In 2002, every 1000 Swedes made a bus.
 
 Home   Encyclopedia   Statistics   Countries A-Z   Flags   Maps   Education   Forum   FAQ   About 
 
WHAT'S NEW
RECENT ARTICLES
More Recent Articles »
 

FACTS & STATISTICS    Simple view

  1. Select countries to view: (hold down Control key and click to select several)

     

     

    Compare:

     

     

  1. Select fact or statistic: (* = graphable)

     

     

     

  2. (OPTIONAL) Compare to statistic: (both need to be graphable)

     

     

     

  3. View result as:

     

       
(OR) SEARCH ALL encyclopedia, stats & forums:   

Encyclopedia > Portal rendering

In computer-generated imagery and real-time 3D computer graphics, portal rendering is an algorithm for visibility determination. A game level might contain many graphical polygons; only a few of which may be visible on screen at a given time. Visibility determination allows the renderer to decide which of those fall into that category and thus reduce rendering time. Computer-generated imagery (commonly abbreviated as CGI) is the application of the field of computer graphics (or more specifically, 3D computer graphics) to special effects in films, television programs, commercials, simulators and simulation generally, and printed media. ... 3D computer graphics are different from 2D computer graphics in that a three-dimensional representation of geometric data is stored in the computer for the purposes of performing calculations and rendering 2D images. ... In 3D computer graphics, hidden surface determination is the process used to determine which surfaces and parts of surfaces are not visible from a certain viewpoint. ...


A Portal System is based on using the partitioning of space to form generalizations about the visibility of objects within those spaces. Regions of map space are divided into polygonal, generally convex, areas called Sectors. Adjacent Sectors are linked to one another via shared dividing polygons termed Portals. Approaches that precompute visibility for sectors are referred to as potentially visible set or PVS methods. Potentially Visible Sets are used to accelerate the rendering of 3D environments. ...


For example, in a computer game, the game area might be divided to several sectors. These sectors would be then connected to each other by small openings such as doors or windows. These openings are referred as portals. When the sector behind a portal needs to be drawn, the only parts that are visible are the parts that can be seen through the portal. Therefore, the sector can be clipped against the portal boundaries to remove overdraw. A computer game is a game composed of a computer-controlled virtual universe that players interact with in order to achieve a defined goal or set of goals. ... A sector is a part of a whole. ... In rendering, clipping refers to an optimization where the computer only draws things that might be visible to the viewer. ...


The use of portals simplifies the game engine's task of determining visible areas and objects from any given point of view of the level and simplifying rendering by allowing it to use each portal as a viewing frustum for the area it leads to. Ideally, portals are formed of confined areas (like doors or tunnels), connecting two complex areas of the level, where each of these areas would be enclosed in such a polygonal body. A game engine is the core software component of a computer or video game or other interactive application with real-time graphics. ... In 3D computer graphics, the viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of the notional camera. ...


Portals are best suitable for indoor scenes such as mazes. Outdoor scenes do not usually have door-like objects that would clearly separate one sector from another.


One of the first computer games to use portal rendering was Cybercon III.


See also


  Results from FactBites:
 
portals (4612 words)
So their 'portals' correspond to my 'rooms', they are no more polygons but volumes, they can be convex or concave depending on the pursued aim (a concave volume can always be subdivided into several all convex volumes).
Portals are placed on each 'hole' allowing to go to the neighbouring room or corridor, their shapes fit exactly those of the passages (simple rectangles).
To allow another rendering of the object, it is possible to play with the frame counter, and increment it when the mirror is 'crossed' (the mirror is a special portal : its source and destination nodes are the same, and it modifies the camera that crosses it).
GameDev.net - Automatic Portal Generation (2028 words)
If a portal is spanning the dividing plane at a node (not a leaf), we clip the portal into 2 portals and set their bCulled flag to be the same as the original one.
Portal 1 is on the positive side of the triangle, so its m_bCulled member is set to FALSE (and it is shown in yellow).
Portal 2 is on the negative side of the triangle, so its m_bCulled member is set to TRUE (and it is shown in blue).
  More results at FactBites »


 

COMMENTARY     


Share your thoughts, questions and commentary here
Your name
Your comments
Please enter the 5-letter protection code

Want to know more?
Search encyclopedia, statistics and forums:

 


Lesson Plans | Student Area | Student FAQ | Reviews | Press Releases |  Feeds | Contact
The Wikipedia article included on this page is licensed under the GFDL.
Images may be subject to relevant owners' copyright.
All other elements are (c) copyright NationMaster.com 2003-5. All Rights Reserved.
Usage implies agreement with terms.