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Gaming Optimizations. Chapter 6 LOD text book. ACC Men’s Basketball. Outline. Milestone 1 General Remarks Huebner’s Presentation at GDC 2003 NVIDIA performance tools at GDC 2006. Milestone 1. Next Thu, Feb 12th Set up schedule for 30 min individual discussions. General Remarks.

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## Gaming Optimizations

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**Gaming Optimizations**Chapter 6 LOD text book**Outline**• Milestone 1 • General Remarks • Huebner’s Presentation at GDC 2003 • NVIDIA performance tools at GDC 2006**Milestone 1**• Next Thu, Feb 12th • Set up schedule for 30 min individual discussions**General Remarks**• Gaming environment requirements • Constant frame rate • Main memory utilization • Instantiations • Scalable platforms • Bottlenecks (fill rate versus triangle rate) • Average triangle size • “It is also worth noting that game developers are notoriously practical engineers when it comes to new techniques.” page 183**Modeling Practices**• Interaction between artistic elements of generating models and LOD options**LOD for Games**• Retain two broad categories • Continuous • Discrete**All About Performance**• Triangle strips • Multiple texture maps in a texture map composite • Shared and separate vertices • Memory management • Vertex cache coherence • Shadow LOD • Imposters • Prerendered texture imposters • Geometric imposters

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