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Subject: 
Re: Seemingly insane poly counts in official games - how?
Newsgroups: 
lugnet.cad
Date: 
Wed, 22 Jun 2005 16:54:48 GMT
Viewed: 
1743 times
  
In lugnet.cad, Tim McSweeney wrote:
   In theory it should be possible (although not necessarily easy) to do some of this automatically for Ldraw models.

In practice however the hairiness of the Ldraw dataset (BFC issues and the fact that parts weren’t authored with this sort of brutality in mind) make it much more difficult than it should be.

One way to do this would be project rays through a model, selecting rays with random angles. Keep track of which polygons in the model initially (and finally) intersect the ray -- these polygons are visible. Repeat this process for enough rays, and you’ll have a (fairly accurate) list of visible polygons. All other polygons aren’t visible and can be eliminated.

This process probably wouldn’t be fast enough for interactive programs -- but preprocessing a fixed-model for use in a game would be very do-able.

Steve



Message has 1 Reply:
  Re: Seemingly insane poly counts in official games - how?
 
(...) Yeah, I considered that, The other way I thought of doing it is to create some sort of projection volume for each tri (Basically the halfspace stretching from the front face of the tri out to infinity), then clip that by the other tri's in the (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)

Message is in Reply To:
  Re: Seemingly insane poly counts in official games - how?
 
(...) I'm guessing it is because each in game object is a single instanced mesh that has been severely optimised rather than a collection of individual part and subpart meshes that are all being drawn regardless of whether they are visible or not (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)

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