Levels & Scene Management via Cell-graphs

20 02 2008

To reduce the load of rendering and solve possible issues of frame rate failure, we will employ the use of cell graphs as part of our technical design strategy. The mission level is segmented into different portions as seen in the subsequent diagrams and only “portions” that are adjacent to the current “cells” will be rendered. Cells that are not adjacent, but lies in the same line of sight will also be rendered.

A cell graph is generated for the three individual maps and the portions that will be rendered will be adhered to the cell graphs generated.

graphics06.jpg

Level 2 Map

 

graphics07.jpg

Cell graph of level 2 map

 

graphics08.jpg

Level 1A Map

 

graphics09.jpg

Cell Graph of Level 1A

 

graphics10.jpg

Level 1B Map

 

graphics11.jpg

Cell Graph of Level 1B

Binary Space Partitioning (BSP)

As we are using the A7 version of the 3dGameStudio engine, an Adaptive Binary Tree (ABT) algorithm will be employed by the system. This is by far the most effective way of binary space management. The ABT is calculated in real time and omits the BSP/LVS process. Unless a BSP tree is precalculated, ABT will be used as default.

Potential Visibility Set (PVS)

As we are using the A7 version of the 3dGameStudio engine, Potential Visibility Set algorithm will also be employed. This is a further step from cell graphs. The map compiler will visit all regions and determine which region is visible from that particular region. This is also help in cutting down the rendering load.

Level of details (LOD)

Levels of detail (LOD) are used for increasing the frame rate or number of models in a level. The rendering of a detailed model with thousands of polygons looks quite good when the model is close to the camera – however when the same model is far from the eye point, details are less noticeably. A simpler model with few polygons will look just as good in that situation, but render faster. The A7 Engine of 3dGameStudio has a built in manager for LODs and will be extensively used in this project.


Actions

Information

Leave a comment

You must be logged in to post a comment.