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PVS - what even are they...?

Posted: September 22nd, 2010, 7:12 am
by owenisred
The title says it all - what on earth are pvs?

Re: PVS - what even are they...?

Posted: September 22nd, 2010, 7:42 am
by Runescapedj
I googled it 4 you, maybe you can google it next time?
http://pvs.csl.sri.com/

Re: PVS - what even are they...?

Posted: September 22nd, 2010, 7:56 am
by owenisred
runescape I have tried to understand it myself... If I ever post you can be guaranteed that I have tried the wiki, the faq and google.

forgive me for not understanding that;
PVS is a mechanized environment for formal specification and verification.
Trying to get it in some form of english first lol

Re: PVS - what even are they...?

Posted: September 22nd, 2010, 4:57 pm
by shando
Hi all,

In the 3D world, PVS means Potentially Visible Set:

http://en.wikipedia.org/wiki/Potentially_visible_set

Basically, it is a form of Occlusion Culling used to speed up the rendering time.

Regards

Shando

Re: PVS - what even are they...?

Posted: September 22nd, 2010, 5:01 pm
by tyche
shando wrote:Hi all,

In the 3D world, PVS means Potentially Visible Set:

http://en.wikipedia.org/wiki/Potentially_visible_set

Basically, it is a form of Occlusion Culling used to speed up the rendering time.

Regards

Shando

Now THAT was an intelligent post. Thank you, Shando. You explained it quickly, cleanly, and in terms that anyone can understand (especially me, the perpetual n00bie :D )

Craig
Tyche

Re: PVS - what even are they...?

Posted: September 22nd, 2010, 5:38 pm
by chocolatepie33
wow. i don't understand rune's PVS thing at all. but the 3d one makes sense. thanks, shan.

Re: PVS - what even are they...?

Posted: September 23rd, 2010, 7:24 am
by owenisred
thanks a lot shando! So a higher number of PVS means a worse rendering time, but more memory being consumed? Am I right?

Re: PVS - what even are they...?

Posted: September 23rd, 2010, 4:06 pm
by shando
Hi Owen,

Yeah, basically a high number of PVS means more memory being consumed, but also a larger pre-rendering time (depending on the algorithm, the size of the scene to be worked out, and the number of models etc. in the scene, this could take hours!). The upside is that scene rendering at runtime can be reduced substantially.

I'll try to find an article I came across a while ago which explains PVS in greater depth.

Regards

Shando

Re: PVS - what even are they...?

Posted: September 23rd, 2010, 6:57 pm
by owenisred
thanks shando :)

Re: PVS - what even are they...?

Posted: September 23rd, 2010, 7:01 pm
by shando
Hi again,

OK, I found the pdf, it's pretty complex but there's some good stuff in there ;)

You can get it from here:

http://www.tml.tkk.fi/Opinnot/Tik-111.5 ... Laakso.pdf

Regards

Shando