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. For example, consider a 3D computer game environment, which may contain many polygons, only a few of which may be visible on screen at a given time. By determining which polygons are currently not visible, and not rendering those objects, significant performance improvements can be achieved. A portal system is based on using the partitioning of space to form generalizations about the visibility of objects within those spaces. Regions of map space are divided into polygonal, generally convex, areas called ''zones'', or sometimes ''sectors''. Adjacent zones are linked to one another via shared dividing polygons termed ''portals''. Approaches that precompute visibility for zones are referred to as potentially visible set or ''PVS'' methods. For example, in a computer game such as '' Descent'', the game area might be divided into several zones. These ...
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Computer-generated Imagery
Computer-generated imagery (CGI) is the use of computer graphics to create or contribute to images in art, printed media, video games, simulators, and visual effects in films, television programs, shorts, commercials, and videos. The images may be static (still images) or dynamic ( moving images), in which case CGI is also called ''computer animation''. CGI may be two-dimensional (2D), although the term "CGI" is most commonly used to refer to the 3-D computer graphics used for creating characters, scenes and special effects in films and television, which is described as "CGI animation". The first feature film to make use of CGI was the 1973 film '' Westworld''. Other early films that incorporated CGI include '' Star Wars'' (1977), ''Tron'' (1982), '' Golgo 13: The Professional'' (1983), ''The Last Starfighter'' (1984), '' Young Sherlock Holmes'' (1985) and ''Flight of the Navigator'' (1986). The first music video to use CGI was Dire Straits' award-winning " Money for No ...
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Computer Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote cloud gam ...
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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 the inverse of portals. An antiportal (or occluder) 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/vertices lie behind the antiportal, and so are out of line of sight, so do not need to be rendered. Many video games and 3D graphics programs use this technique for speed rendering. ''Unreal Tournament 2004'', among many other games, uses this technique. See also * Portal rendering In computer-generated imagery and real-time 3D computer graphics, portal rendering is an algorithm for visibility determination. For example, consider a 3D computer game environment, which may contain many polygons, only a few of w ...
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New Riders Press
Peachpit is a publisher of books focused on graphic design, web design, and development. Peachpit's parent company is Pearson Education, which owns additional educational media brands including Addison-Wesley, Prentice Hall, and New Riders. Founded in 1986, Peachpit publishes the ''Visual QuickStart Guide'', ''Visual QuickPro Guide'', and ''Classroom in a Book'' series, in addition to the design imprint New Riders and its ''Voices That Matter'' series. Peachpit is the official publishing partner for Adobe Systems, Lynda.com, Apple Certified at Apple Inc, and other tech corporations. History Peachpit Press was founded in 1986 by Ted Nace and Michael Gardner, and the two co-authored the company's first book, ''LaserJet Unlimited.'' Gardner served on the board of the company from 1986 to 1994 but did not take an active role in the company. Nace and Gardner named the company Peachpit because at the time, Nace and several of his friends were "living and working in a peach colored h ...
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Viewing Frustum
In 3D computer graphics, the view frustum (also called viewing frustum) is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) cone of vision that a camera or eye would have to the rectangular viewports typically used in computer graphics. Some authors use ''pyramid of vision'' as a synonym for view frustum itself, i.e. consider it truncated. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid (hence the name). The planes that cut the frustum perpendicular to the viewing direction are called the ''near plane'' and the ''far plane''. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Some ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adap ...
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Sams Publishing
Sams Publishing is dedicated to the publishing of technical training manuals and is an imprint of Pearson plc, the global publishing and education company. Sams Publishing was founded in 1946 by Howard W. Sams, originally producing radio schematics and repair manuals. It was acquired by ITT in 1967. ITT sold its publishing division in 1985 to Macmillan. In 1987, Sams was split into three divisions with the computer book division transferred to what later became Macmillan Computer Publishing. Macmillan sold its computer publishing to Simon & Schuster in 1991. Simon & Schuster later sold its education division to the imprint's current owner, Pearson Pearson may refer to: Organizations Education *Lester B. Pearson College, Victoria, British Columbia, Canada *Pearson College (UK), London, owned by Pearson PLC *Lester B. Pearson High School (other) Companies *Pearson PLC, a UK-based int .... The computer books division is notable for its "Teach Yourself", "Unleashed" ...
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Clipping (computer Graphics)
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume (aka. frustum) are removed. Clip regions are commonly specified to improve render performance. A well-chosen clip allows the renderer to save time and energy by skipping calculations related to pixels that the user cannot see. Pixels that will be drawn are said to be within the clip region. Pixels that will not be drawn are outside the clip region. More informally, pixels that will not be drawn are said to be "clipped." Clipping in 2D graphics In two-dimensional graphics, a clip region may be defined so that pixels are only drawn within the boundaries of a window or frame. Clip regio ...
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Descent (video Game)
''Descent'' is a first-person shooter (FPS) game developed by Parallax Software and released by Interplay Productions in 1995 for MS-DOS, and later for Macintosh, PlayStation, and RISC OS. It popularized a subgenre of FPS games employing six degrees of freedom and was the first FPS to feature entirely true-3D graphics. The player is cast as a mercenary hired to eliminate the threat of a mysterious extraterrestrial computer virus infecting off-world mining robots. In a series of mines throughout the Solar System, the protagonist pilots a spaceship and must locate and destroy the mine's power reactor and escape before being caught in the mine's self-destruction, defeating opposing robots along the way. Players can play online and compete in either deathmatches or cooperate to take on the robots. ''Descent'' was a commercial success. Together with its sequel, it sold over 1.1 million units as of 1998 and was critically acclaimed. Commentators and reviewers compared it to ...
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Jones & Bartlett Learning
Jones & Bartlett Learning, a division of Ascend Learning, is a scholarly publisher. The name comes from Donald W. Jones, the company's founder, and Arthur Bartlett, the first editor. History In 1988, the company was named by ''New England Business Magazine'' as one of the 100 fastest-growing companies in New England. In 1989, they opened their first office in London. In 1993, they opened an office in Singapore, and an office in Toronto in 1994. Their corporate headquarters moved to Sudbury, Massachusetts in 1995. In 2011, Jones & Bartlett Learning moved its offices in Sudbury and Maynard, Massachusetts to Burlington, Massachusetts, sharing a building with other Ascend Learning corporate offices. See also * National Healthcareer Association * DVP Media DVP may refer to: * ''decessit vita patris'', "died in the lifetime of his father", term used by genealogists to denote a child who pre-deceased his or her father and did not live long enough to inherit the father's title or e ...
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector ...
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Potentially Visible Set
In 3D computer graphics, Potentially Visible Sets are used to accelerate the rendering of 3D environments. They are a form of occlusion culling, whereby a candidate set of ''potentially visible'' polygons are pre-computed, then indexed at run-time in order to quickly obtain an estimate of the visible geometry. The term ''PVS'' is sometimes used to refer to any occlusion culling algorithm (since in effect, this is what all occlusion algorithms compute), although in almost all the literature, it is used to refer specifically to occlusion culling algorithms that pre-compute visible sets and associate these sets with regions in space. In order to make this association, the camera's view-space (the set of points from which the camera can render an image) is typically subdivided into (usually convex) regions and a PVS is computed for each region. Benefits vs. Cost The benefit of offloading visibility as a pre-process are: * The application just has to look up the pre-computed se ...
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