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skyfire360

Papers/Algorithms on cityscape spatial partitioning?

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Hey all I've suddenly got the itch to write a city scene renderer. However, before diving into it I'd like to read up on some algorithms for spatial partitioning and keeping track of cityscape data, both exterior and if possible interiors. I'm aware of the standard quad/oct/kd-trees, but I was wondering if anyone had any more resources in this regard. Anything in particular I need to worry about? Thanks!

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GPU Gems 2 has an article by Wimmer about hardware occlusion queries. There is also one in the upcoming ShaderX7 with a more advanced technique.
They probably cover what you are looking for.

[Edited by - wolf on September 16, 2008 6:25:56 PM]

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Quote:

GPU Gems 2 has an article by Wimmer about hardware occlusion queries

One can also be found in GPU Gems 1 by Dean Sekulic

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