Real Z-sorting

08.07.2007 Anton Volkov

The first results with real Z-sorting are received. Geometry comparison of each poly and forming of hierarchy “who behind whom” is applied for this purpose. We have done some optimizations, but it is now clear, that the real sorting is slower than a sorting on averages Z. Other question — on how much?

Surface sorting Deck sorting Cube sorting Bounding map optimization Stress-test Quad focus blur Particle focus blur

3 Responses to “Real Z-sorting”

  1. George Margaris Says:

    great stuff!
    what is the mathematical basis of this z-sorting formula?

  2. makc Says:

    George, http://en.wikipedia.org/wiki/Binary_space_partitioning

  3. Anton Volkov Says:

    This is not a BSP. It is a screen-space sorting system (you can see a boundmap in 4th demo).
    This algorithm creates a graph between all conflicted faces. This is not a fast solution, that is why we switched to BSP in 5.0 version.

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