Jump to content

dPVS

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by DGG (talk | contribs) at 15:29, 11 July 2015 (Added {{merge to}} tag to article (TW)). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Typegame middleware
LicenseProprietary software
Websitewww.umbrasoftware.com

dPVS by Umbra Software is an advanced computer graphics visibility optimization tool. Designed for developing games with large and dynamic [3D] worlds, dPVS computes visibility databases in real time. dPVS also reduces the time required for static PVS computation.

History

Originally started at Hybrid Graphics, under the name SurRender Umbra, it was the topic of Timo Aila's Master's Thesis,[1] with the collaboration of Ville Miettinen (who was one of the developers of their SurRender engine.) Because of its continuing development, and also to help distinguish that it was not dependent on the SurRender engine, it was renamed dPVS. The technology was eventually spun off into its own company, Umbra Software Ltd..

See also

Notes