Antiportal

Antiportal

In computer-generated imagery and real-time 3D computer graphics, antiportal rendering is a way to reduce overdraw (the rendering of detail which will not be in the final image), and in this way to optimize draw speed. Antiportals are related to portals, and are the inverse.

An antiportal works by defining a plane or volume which can "never" be seen through, normally by placing it within an opaque object. The renderer uses this to quickly calculate which objects/faces/verticies lie behind the antiportal, and so are out of line of sight, so do not need to be rendered.

Many computer games and 3D graphics programs use this technique for speed rendering. Unreal Tournament 2004, among many other games, uses this technique.

ee also

* Portal rendering


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  • Portal rendering — In computer generated imagery and real time 3D computer graphics, portal rendering is an algorithm for visibility determination. A game level might contain many graphical polygons; only a few of which may be visible on screen at a given time.… …   Wikipedia

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