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Books on clipping/culling?


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#1 Zaoshi Kaba   Crossbones+   -  Reputation: 2860

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Posted 26 December 2013 - 11:34 AM

Hello,

 

I need to write thesis and my topic is clipping/culling. Googling hardly gives any book results so I was wondering if anyone could recommend some books that would have something about Frustum Culling and/or Occlusion Culling?

 

Thank you in advance.



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#2 ericrrichards22   Members   -  Reputation: 700

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Posted 26 December 2013 - 07:35 PM

Most 3D graphics books have a chapter or two on frustum culling.  I don't know of any that go into a great deal of depth on it, but there are a lot that will show you how to implement culling and some brief overview on the subject.

Chapter 15 of Frank Luna's Introduction to 3D Game Programming with Direct3D 11.0 shows how to do it using DirectX 11, although the concepts used should be applicable for most 3D rendering libraries.

 

Michael Abrash's Graphics Programming Black Book has a bunch of information on BSP trees and the hidden surface removal in Quake, which had a pretty impressive software renderer (plus, it's free, and posted on this site).

 

Not a book, but Fabien Sanglard has done a writeup on the Duke Nukem 3D engine, (as well as the various Quake and Doom engines), that discusses the Portal system used for culling and hidden surface removal in that game.  I would recommend reading through all of his content, just to get a sense of the hoops that some of these early FPS's had to jump through in order to render efficiently; it's pretty impressive what they were able to do without dedicated graphics hardware and modern rendering APIs.


Edited by ericrrichards22, 26 December 2013 - 07:40 PM.

Eric Richards

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#3 Norman Barrows   Crossbones+   -  Reputation: 1623

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Posted 27 December 2013 - 10:14 AM

for low level stuff - usually done in hardware now, you can always go to the classics:

 

neumann and sproul,

http://books.google.com/books/about/Principles_of_interactive_computer_graph.html?id=oo5RAAAAMAAJ

 

and of course, the bible:

 

foley, van dam, et al.

http://books.google.com/books?id=Exhe_ewgMJgC&source=gbs_similarbooks

 

 

online searches will find (somewhat buggy) code for most high level frustum culls: sphere vs frustum, etc.

frustum plane setup code in the 2kings(?) code is buggy, but the other guy's code is ok.

 

haven't needed occlusion culling myself yet, so i can't help you out there.


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"Building PC games since 1988"

 

Help me out!     Check out Caveman and tell me what you think!     Caveman v3.0 demo beta download page:

 

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#4 Jason Z   Crossbones+   -  Reputation: 3760

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Posted 30 December 2013 - 06:21 PM

You can also take a look at the Wild Magic engine implementations for lots of the intersection tests as well.






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