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If you are interested in reading further about BSP (Binary Space Partitioning) [1], check out the following chapters from Michael Abrash's Graphics Programming
by Arjuna 14y ago
If you are interested in reading further about BSP (Binary Space Partitioning) [1], check out the following chapters from Michael Abrash's Graphics Programming Black Book:
Chapter 59: The Idea of BSP Trees
http://downloads.gamedev.net/pdf/gpbb/gpbb59.pdf http://downloads.gamedev.net/pdf/gpbb/gpbb59.pdf
Chapter 60: Compiling BSP Trees
http://downloads.gamedev.net/pdf/gpbb/gpbb60.pdf http://downloads.gamedev.net/pdf/gpbb/gpbb60.pdf
Chapter 62: One Story, Two Rules, and a BSP Renderer
http://downloads.gamedev.net/pdf/gpbb/gpbb62.pdf http://downloads.gamedev.net/pdf/gpbb/gpbb62.pdf
[1] https://en.wikipedia.org/wiki/Binary_space_partitioning https://en.wikipedia.org/wiki/Binary_space_partitioning
- deleted 14y ago[deleted]
- mikevm 14y agoBy the way, you can download Michael Abrash's Graphics Programming Black Book from here (it's out of print now): http://orangetide.com/graphics_programming_black_book/ http://orangetide.com/graphics_programming_black_book/
- binarycrusader 14y agoThere's also his Ramblings in Realtime here: http://www.bluesnews.com/abrash/ http://www.bluesnews.com/abrash/ And gamedev.net also has the book here: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/graphics-programming-black-book-r1698 http://www.gamedev.net/page/resources/_/technical/graphics-p...
- zerr 14y agoCan someone comment whether if Abrash's Graphics Programming Black Book is still actual today? There are some reviews on amazon, from 1999/2000 mentioning that it is outdated. I guess some percentage could be still actual, of course. So I'm interested what percentage it is.
- aardvark179 14y agoSome parts are still worth reading, but a lot of it is dealing with rendering without any real acceleration. Some of the low level parts on optimisation may still be worth reading, as are the BSP chapters, but you should read more modern books on optimising code, and on spatial indexing schemes of various types as well. For the pure rendering side I'd say Real-Time Rendering (third edition) gives a good overview of techniques, but you'll want to look elsewhere if you want to see how those algorithms can be really optimised for a given API and GPU.