Misplaced Pages

Antiportal

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.
Technique for speeding up rendering in computer graphics
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed.
Find sources: "Antiportal" – news · newspapers · books · scholar · JSTOR (October 2017) (Learn how and when to remove this message)

In computer-generated imagery and real-time 3D computer graphics, antiportal rendering is a way to reduce overdraw (the rendering of detail which will not be in the final image), and in this way to optimize draw speed. Antiportals are the inverse of portals.

An antiportal (or occluder) works by defining a plane or volume which can never be seen through, normally by placing it within an opaque object. The renderer uses this to quickly calculate which objects/faces/vertices lie behind the antiportal, and so are out of line of sight, so do not need to be rendered.

Many video games and 3D graphics programs use this technique for speed rendering. Unreal Tournament 2004, among many other games, uses this technique.

See also

References

  1. ^ Byrne, Edward (2005). Game Level Design. Cengage Learning. p. 231. ISBN 1-58450-369-6.


Stub icon

This computer graphics–related article is a stub. You can help Misplaced Pages by expanding it.

Categories: