Advertisement

Potential Z-Fighting Conflict Detection System in 3D Level Design Tools

  • Pisal Setthawong
Conference paper
Part of the Lecture Notes in Electrical Engineering book series (LNEE, volume 339)

Abstract

Z-Fighting is an effect that happens in 3D scenes when two co-planar surfaces share similar values in the z-buffer which leads to flicking and visual artifacts during the rendering process due to conflicting order of rendering the surface. However in 3D level design, scenes created by the tools can be complex, in which level designers can inadvertently place co-planar surfaces that would be susceptible to z-fighting. Level designers typically notice the z-fighting artifact through visual inspection through the usage of a 3D walkthrough test on the scene which is time-consuming and easy to miss. To solve the issue, a proposal of a z- fighting detection system for level design tools is proposed to streamline the process of detecting potential hotspots where z-fighting conflicts may occur from co-planar objects.

Keywords

Z-Fighting Level Design Tools 3D Graphics Computer Graphics 3D Production Pipeline 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Co, P.: Level Design for Games: Creating Compelling Game Experiences. New Riders, San Francisco (2006)Google Scholar
  2. 2.
    Eberly, D.: Intersection of Convex Objects: The Method of Separating Axes, http: //geometrictools.com/Documentation/MethodOfSeparatingAxes.pdfGoogle Scholar
  3. 3.
    Ericson, C.: Real-Time Collision Detection. Morgan Kaufmann, San Francisco (2005)Google Scholar
  4. 4.
    Gottschalk, S. and Lin, M. C. and Manocha, D.: OBBTree: A Hierarchical Structure for Rapid Interference Detection. In: SIGGRAPH ‘96, pp. 171-189. ACM, New York (1996)Google Scholar
  5. 5.
    Levy, L. and Novak, J.: Game Development Essentials: Game QA Testing. Cengage Learning, (2010)Google Scholar
  6. 6.
    Madhav, S.: Game Programming Algorithms and Techniques: A Platform-Agnostic Approach. Addison-Wesley, Boston (2013)Google Scholar
  7. 7.
    OpenGL.: The Depth Buffer, https://www.opengl.org/archives/resources/faq/ technical/depthbuffer.htm
  8. 8.
    Rudolf, K.: Level Design: Concept, Theory, and Practice. A K Peters, (2009)Google Scholar
  9. 9.
    Shreiner, D. and Sellers, G. and Messenich, J. M. and Licea-Kane, B. M.: OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3. Addison- Wesley, Boston (2013)Google Scholar
  10. 10.

Copyright information

© Springer-Verlag Berlin Heidelberg 2015

Authors and Affiliations

  1. 1.Assumption UniversitySamut PrakanThailand

Personalised recommendations