Upcoming Events
Southwest Gaming Expo
11/20 - 11/22 @ Dallas, TX

Workshop on Network and Systems Support for Games (NetGames 2009)
11/23 - 11/25 @ Paris, France

ICIDS 2009 Interactive Storytelling
12/9 - 12/11 @ Guimarães, Portugal

Global Game Jam
1/29 - 1/31  

More events...


Quick Stats
7253 people currently visiting GDNet.
2341 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!



Link to us

Link to us

Home » Articles & Resources » Programming » Graphics » Hidden Surface Removal
  Intel sponsors gamedev.net search:   
Hidden Surface Removal

Resources Listed: 6
Hidden Surface Removal
Topic Author Description
3D Backface Culling
[Added: 7/5/2000]
Jeff Weeks  Explains what backface culling is and why it's used. 
A Compact Method for Backface Culling
[Added: 3/24/2000]
Osnat Levi, Ronen Zohar, Haim Barad, Alex Klimovitski  Introduces a method of front-end culling for improved performance. 
Binary Space Partitioning Trees and Polygon Removal in Real Time 3D Rendering
[Added: 2/16/2002]
Samuel Ranta-Eskola  This article documents the author's work developing a BSP-tree engine with physics, radiosity and network optimization. 
Geometry Culling in 3D Engines
[Added: 10/9/2000]
Pietari Laurila  Takes a look at all the major visibility culling algorithms in use today, including view frustum, occlusion, and contribution culling.  
Occlusion Culling Algorithms
[Added: 7/10/2000]
Tomas Möller and Eric Haines  From Chapter 7 of Real Time Rendering, this discusses the class of acceleration schemes known as the occlusion culling techniques. 
Quake Hidden Surface Removal
[Added: 8/22/1999]
Derek Nickel  Covers how Michael Abrash handled hidden surfaces in the original Quake. 
 
 Key: = HTML article hosted here  , = HTML article hosted elsewhere  = link to another web site  = Adobe Acrobat document  = Zip files  = Word or text document