Kayvon mentioned during lecture that the order of which triangles are drawn has performance implications. It seems like if we were to draw the closest triangles first, this would minimize performance penalties from drawing over farther ones. Are there heuristics to do such a thing, i.e. order the triangles in some way? A naive method seems to be ordering triangles by the min/max of the depth at each vertex.
perihare
The DOOM and Quake engines use higher-level BSP tree structures to avoid rendering triangles that are occluded by other surfaces: http://www.gamers.org/dEngine/quake/papers/ddjpvs.html
Kayvon mentioned during lecture that the order of which triangles are drawn has performance implications. It seems like if we were to draw the closest triangles first, this would minimize performance penalties from drawing over farther ones. Are there heuristics to do such a thing, i.e. order the triangles in some way? A naive method seems to be ordering triangles by the min/max of the depth at each vertex.
The DOOM and Quake engines use higher-level BSP tree structures to avoid rendering triangles that are occluded by other surfaces: http://www.gamers.org/dEngine/quake/papers/ddjpvs.html