Original Post
🔒 Locked
Octree PVS??
Advertisement
Probable/Potential/Possible Visibile Set...
You can use PVS with octree... well I think.
If you use a static Octree structure AND a static world it should be possible.
Given the fact that a static world is a world in which you cannot destroy map elements (like in almost all games, you won''t be able to destroy walls and the like)
You would have to use a precomputed or once computed Octree.
I think that this should work:
After you computed the octree test each octree cube vertex with every/some other octree cube vertices and if for two given cube geometry brake ALL rays between the cubes vertices, this cube can be safely noted as NON Visible.
If it''s visible and the cube have child cubes/nodes then process it''s childs...
You should be able to optimize by beginning testing only at a given level of recursivity.
(Cause testing the 8 first cubes given byt the root cub will probably don''t give you any interesting result).
I''ve only thought about PVS with Octree about 10 minute so don''t complain if you don''t find this usefull as is.
I''ll think about this a bit more and find a nice code to create PVS if I can.
-* So many things to do, so little time to spend. *-
You can use PVS with octree... well I think.
If you use a static Octree structure AND a static world it should be possible.
Given the fact that a static world is a world in which you cannot destroy map elements (like in almost all games, you won''t be able to destroy walls and the like)
You would have to use a precomputed or once computed Octree.
I think that this should work:
After you computed the octree test each octree cube vertex with every/some other octree cube vertices and if for two given cube geometry brake ALL rays between the cubes vertices, this cube can be safely noted as NON Visible.
If it''s visible and the cube have child cubes/nodes then process it''s childs...
You should be able to optimize by beginning testing only at a given level of recursivity.
(Cause testing the 8 first cubes given byt the root cub will probably don''t give you any interesting result).
I''ve only thought about PVS with Octree about 10 minute so don''t complain if you don''t find this usefull as is.
I''ll think about this a bit more and find a nice code to create PVS if I can.
-* So many things to do, so little time to spend. *-
quote:
Original post by Anonymous Poster
''Yes. Just make every octree node a bsp.'' - an octree is already a PVS determination method, you don''t really need a BSP in each octnode.
An octnode is also a little more flexible than a BSP. If you''re cunning, you can get around the ''static'' problems.
There was really good run down of Octrees in the recently published Games Programming Gems book. An example of the flexibility of these can be viewed under the ''loose octrees'' gem.
First of all I was kidding. Second of all, that really good rundown sucks. It is totally worthless, along with half of the stuff in that book. Octrees can be used for much more than PVS... They sped my engine up a ton way before I even used them for view culling.
That would be cool to advertise though- OctBSP maps... Actually I guess it sounds kinda lame.
-BacksideSnap-
Topic Locked
This topic has been locked by a moderator. New replies are not allowed.
Sign in to reply to this topic.
Advertisement