


They are fundamentally an exercise in sorting, and usually vary in the order in which the sort is performed and how the problem is subdivided. There are many techniques for hidden surface determination. Optimising this process relies on being able to ensure the diversion of as few resources as possible towards the rendering of surfaces that will not end up being rendered to the user. The responsibility of a rendering engine is to allow for large world spaces and as the world’s size approaches infinity the engine should not slow down but remain at constant speed. Despite advances in hardware capability there is still a need for advanced rendering algorithms. Hidden surface determination is a process by which surfaces which should not be visible to the user (for example, because they lie behind opaque objects such as walls) are prevented from being rendered. Hidden surface determination is necessary to render an image correctly, so that one cannot look through walls in virtual reality. The analogue for line rendering is hidden line removal. The process of hidden surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. A hidden surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. Our team approach modding very seriously and in a very professional manner and I hope this proves the point.Īccording do Wikipedia, In 3D computer graphics, hidden surface determination (also known as hidden surface removal (HSR), occlusion culling (OC) or visible surface determination (VSD)) is the process used to determine which surfaces and parts of surfaces are not visible from a certain viewpoint. We will release an article in the near future with ALL our test data to ensure naysayers do not spread more lies about our mod performance anymore. Average performance gains on edited cells are an estimated 10 to 30 fps.
