Table of Contents
Graphics Techniques and Algorithms
Introduction
Outline
Rendering Path
Graphics Techniques
Caching
Caching
Geometry Caching
Geometry Caching:Benefits
Image Caching
Image Caching:Benefits
Application data caching
Culling
Culling:Culling Types
Culling:Bounding Volumes
Culling: View Frustum
Culling: View Frustum Usefulness
Culling: View Frustum Implementation
Culling: Skip the Clip
Culling: Backface
Culling: Backface Usefulness
Culling: Occlusion
Culling: Occlusion Goals
Culling: Occlusion Culling Usefulness
Culling: General Occlusion Culling
Culling: Occlusion Spatial Partitioning
Culling: Contribution
Culling: Contribution Implementation
Culling: Contribution Usefulness
LOD: Overview
LOD: Issues
LOD: Height Fields
LOD: 3D Models
LOD: When to switch LOD levels
LOD:Level determination
LOD: Determining cost of rendering
LOD: Benefit Function
LOD: Trade-offs
Target Frame Rate
Application Architectures: Multi-Threading
Application Architectures: Multi-Threading
Application Architectures: Scene Graphs
Application Architectures: Trade-offs
Conclusion:
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