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Quake's PVS: A hidden gem of rendering optimization
18K subscribers • 1 video on Hallway
Intermediate. Assumes working knowledge.
184K views3 years ago1 recommendation
Graphics and audioGame developmentRenderingGame programmingAlgorithms
Matt explains how Quake uses portal graphs and recursive tracing to pre-calculate visibility information for rendering optimization.
A look at how Quake uses portal graphs to pre-calculate visibility information. Support: buymeacoffee.com/mattsramblings Mastodon: mastodon.cloud/@mattsramblings/ Intro Portal graphs Visibility in a linear graph Recursive trace Music Credits: ----------------------- Heavy Interlude by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 licence. creativecommons.org/licenses/by/4.0/ Source: incompetech.com/music/royalty-free/index.html?isrc=USUAN1100… Artist: incompetech.com/ ----------------------- Pioneers by Audionautix is licensed under a Creative Commons Attribution 4.0 licence. creativecommons.org/licenses/by/4.0/ Artist: audionautix.com/ -----------------------What people say. Recommended as a clear and concise explanation of Quake's potentially visible set algorithm.
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