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http://dx.doi.org/10.7583/JKGS.2014.14.6.29

An Effective Structure of Hardware Compression for Potentially Visible Set of Indoor 3D Game Scenes  

Kim, Youngsik (Dept. of Game & Multimedia Engineering, Korea Polytechnic University)
Abstract
In the large scale indoor 3D game scenes, the data amount of potentially visible set (PVS) which pre-computes the information of occlusion culling can be huge. However, the large part of them can be represented as zero. In this paper, the effective hardware structure is designed, which compresses PVS data as the way of zero run length encoding (ZRLE) during building the scene trees of 3D games in mobile environments. The compression ratio of the proposed structure and the rendering speed (frame per second: FPS) according to both PVS culling and frustum culling are analyzed under 3D game simulations.
Keywords
3D Game Scene; Potentially Visible Set; Occlusion Culling; Hardware Compression;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
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