Date of Award

2005

Document Type

Thesis

Publisher

Edith Cowan University

Degree Name

Bachelor of Science Honours

Faculty

Faculty of Computing, Health and Science

First Supervisor

Dr Thomas O'Neill

Abstract

Today's 3D games consumers are expecting more and more quality in their games. To enable high quality graphics at interactive rates, games programmers employ a technique known as hidden surface removal (HSR) or polygon culling. HSR is not just applicable to games; it may also be applied to any application that requires quality and interactive rates, including medical, military and building applications. One such commonly used technique for HSR is the binary space partition (BSP) tree, which is used for 3D ‘walk-throughs’, otherwise known as 3D static environments or first person shooters. Recent developments in 3D accelerated hardware technology do not mean that HSR is becoming redundant; in fact, HSR is increasingly becoming more important to the graphics pipeline. The well established potentially visible sets (PSV) BSP tree algorithm is used as a platform for exploring three enhanced algorithms; View Space Lighting, Solid Node Compression and hardware accelerated occlusion are shown to reducing the amounts of nodes that are traversed in a BSP tree, improving tree travel efficiency. These algorithms are proven (in cases) to improve overall efficiency.

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