jfk,
LOL. The idea came to me on my own, but, others had the same idea as well. It was the first idea I had for calculating occlusion prior to understanding BSP and Portals. I've written several colorid preprocessors based on the technique since then.
I'm planning on a new version that will use pathfinding to navigate the camera through the level in the same fashion as a player. In theory, this technique should minimize the processing time because you completely avoid illegal geometry. Another idea to limit the processing time is create a agent processing module. Basically, a server distributes the level geometry between several pcs in which a portion of the level is divided. These agent pcs only perform the image capture on the portion assigned to them. Once complete the Master combines the data from each agent.
turtle1776
Sorry, I'm not sure whats wrong. But I'm hunting bugs down. Hopefully, I will be able to release something you can view.
LOL. The idea came to me on my own, but, others had the same idea as well. It was the first idea I had for calculating occlusion prior to understanding BSP and Portals. I've written several colorid preprocessors based on the technique since then.
I'm planning on a new version that will use pathfinding to navigate the camera through the level in the same fashion as a player. In theory, this technique should minimize the processing time because you completely avoid illegal geometry. Another idea to limit the processing time is create a agent processing module. Basically, a server distributes the level geometry between several pcs in which a portion of the level is divided. These agent pcs only perform the image capture on the portion assigned to them. Once complete the Master combines the data from each agent.
turtle1776
Sorry, I'm not sure whats wrong. But I'm hunting bugs down. Hopefully, I will be able to release something you can view.