Upcoming Events
Unite 2010
11/10 - 11/12 @ Montréal, Canada

GDC China
12/5 - 12/7 @ Shanghai, China

Asia Game Show 2010
12/24 - 12/27  

GDC 2011
2/28 - 3/4 @ San Francisco, CA

More events...
Quick Stats
72 people currently visiting GDNet.
2406 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!
Link to us Events 4 Gamers
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