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#quake#pvs#portalgraphs

Quake's PVS: A hidden gem of rendering optimization

Matt's Ramblings

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  • Recommended by 1 person: 1 on Lobsters.

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/ -----------------------

Why it's here

1 person recommends this

What people say. Recommended as a clear and concise explanation of Quake's potentially visible set algorithm.

WilhelmVonWeineron Lobsters • Recommends

Quake's PVS: A hidden gem of rendering optimization