The aim of this paper is to propose new algorithms for Field of Vision (FOV) computation which improve on existing work at high resolutions. FOV refers to the set of locations that are visible from a specific position in a scene of a computer game. We summarize existing algorithms for FOV computation, describe their limitations, and present new algorithms which aim to address these limitations. We first present an algorithm which makes use of spatial data structures in a way which is new for FOV calculation. We then present a novel technique which updates a previously calculated FOV, rather than re-calculating an FOV from scratch. We compare our algorithms to existing FOV algorithms and show they provide substantial improvements to running time. Our algorithms provide the largest improvement over existing FOV algorithms at large grid sizes, thus allowing the possibility of the design of high resolution FOV-based video games.
翻译:本文的目的是为视野领域计算提出新的算法,从而改进高分辨率现有工作。 FOV 指的是从计算机游戏场的一个特定位置可见的一组位置。 我们总结了现有的视野计算算法,描述其局限性,并提出了旨在解决这些局限性的新算法。 我们首先提出一种利用空间数据结构的算法,其方式对于视野计算来说是新的。 然后我们提出一种新的技术,它更新了先前计算出来的视野,而不是从头开始重新计算视野。 我们比较了我们的算法和现有的视野算法,并表明这些算法为运行时间提供了很大的改进。 我们的算法比现有的大网格规模的视野算法提供了最大的改进,从而使得有可能设计高分辨率的基于视野的视频游戏。