Visibility and Concealment Algorithms for 3D Simulations
Darken, Christian J.
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Many military simulations and computer entertainment products share a need to model the ability of individual entities (men, tanks, planes, etc.) to see one another and to hide from one another in a 3D virtual environment. The traditional line-of-sight (LOS) visibility model can cause serious problems with hiding behavior. Three alternative visibility models and corresponding algorithms for computing the locations of concealment opportunities are described. Under additional assumptions, these algorithms can compute locations that provide cover from direct fire as well. Our experience implementing one of these algorithms is described.
RightsThis publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.
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