Original Post
I'm looking for information about this subject for a couple of days now and i can't find some good documentation (everyone seems to have just an "idea" or something -but i can't find an explanation of how to actually do it). In my Undead Engine, i've already implemented BSP which i use for rendering, collision detection and frustum culling. So now the next thing i want to do before proceeding in other stuff (such as some more eye candy effects :-)), is to implement PVS. Unfortunatelly information on PVS is not as near as good (and popular) as on BSP trees and while i have three books on computer graphics, from which two of them are about game programming (the books are "3d computer graphics" by Alan Watt, "3d game engine design" by David Eberly and "tricks and tips of the 3d game programming gurus..." of Andre LaMothe), none of them explains PVS (tricks explains how to use them, but the explanation on how to calculate them is very bad). I've found a paper by Teller which is supposed to provide what i need, but... well... i can't say i understand much of it (it could be that it's very long -more than 60 pages i think- and i'm easyly getting tired when reading text from the screen...). So, has anyone implemented a PVS generator and can help me on this? I'm really stuck :-(