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.

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Project BSP Tree