Project Octree
Space partitioning project.
Role
Individual Developer
Tech
C++, OpenGL
Timeline
2005
Tags
SPACE PARTITIONING, PROJECT
Highlights
Implemented the Octree construction for frustrum culling so the unseen faces of objects won’t be sent for rasterizing.
It is done in a Parent to Child recursion manner, so when a big octant is seen (colliding with the frustrum), the recursion loops through the contained octants until reaching the leaves (which contain the faces to be rendered).
The number of visible leaves is written in the application’s window title.
Rendered the scene using the basic features of OpenGL.