Saturday, March 19, 2011

Map it with the Z!

Z mapping, most of us in the digital industry know this term quite well, some fear it, others embrace it. Z mapping or depth as somewhat colloquial way of putting it is a rather perplexing thing, how much do you wanna show? How far can you see? How do you show that depth? Then you also deal with the term Occlusion Culling which "is a visibility determination algorithm that is used to identify those objects that did reside in the view volume but still aren’t visible on the screen due to occlusion. That means they are hidden by such objects that reside closer to the camera." All of this affects how fast and how efficient things render. After reading this article I gained a little insight into the whole world of this baffling ordeal. Please enjoy :D

rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling

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