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  • Libro
    Digital
Slicing the Void: The...

Slicing the Void: The Physics of the K-D Tree

USD $ 5,99

If a video game engine tries to calculate and draw the entire geometry of a massive, 3D city all at once, the computer's processor will instantly overload and crash. The engine must quickly determine exactly which walls and enemies are visible to the player right now, and completely ignore the rest. The mathematical solution to this problem is Spatial Partitioning via the K-D Tree. This textbook explores the elegant computational geometry that built the first 3D shooters. A K-D Tree (k-dimensional tree) is an algorithm that takes a 3D room and mathematically slices it perfectly in half with an invisible plane. It then takes those two halves and slices them again, and again, creating a branching binary tree of data. We explain how, by quickly navigating this pre-calculated tree, the CPU can instantly determine what geometry is in front of the camera and what is hidden behind a wall, allowing the game to aggressively cull (delete) thousands of unseen polygons before they ever reach the graphics card. Master the geometry of deletion. Understand the invisible mathematical slices that optimize 3D space and allow massive digital worlds to run at 60 frames per second.

If a video game engine tries to calculate and draw the entire geometry of a massive, 3D city all at once, the computer's processor will instantly overload and crash. The engine must quickly determine exactly which walls and enemies are visible to the player right now, and completely ignore the rest. The mathematical solution to this problem is Spatial Partitioning via the K-D Tree. This textbook explores the elegant computational geometry that built the first 3D shooters. A K-D Tree (k-dimensional tree) is an algorithm that takes a 3D room and mathematically slices it perfectly in half with an invisible plane. It then takes those two halves and slices them again, and again, creating a branching binary tree of data. We explain how, by quickly navigating this pre-calculated tree, the CPU can instantly determine what geometry is in front of the camera and what is hidden behind a wall, allowing the game to aggressively cull (delete) thousands of unseen polygons before they ever reach the graphics card. Master the geometry of deletion. Understand the invisible mathematical slices that optimize 3D space and allow massive digital worlds to run at 60 frames per second.
  • Isbn
    9783565379491
  • Peso
    902.6 KB
  • Número de páginas
    150
  • Idioma
    Inglés
  • Formato
    EPUB
  • Protección
    DRM
  • Referencia
    BKW185406