Abstract
This paper presents new algorithms for Field of Vision (FOV) computation which improve on existing work at high resolutions. FOV refers to the set of locations that are visible from a specific position in a scene of a computer game. We review existing algorithms for FOV computation, describe their limitations, and present new algorithms which aim to address these limitations. We first present an algorithm which makes use of spatial data structures in a way which is new for FOV calculation. We then present a novel technique which updates a previously calculated FOV, rather than re-calculating an FOV from scratch. We compare our algorithms to existing FOV algorithms and show they provide substantial improvements to running time. Our algorithms provide the largest improvement over existing FOV algorithms at highresolutions, thus allowing the possibility of the creation of high resolution FOV-based video games.
Highlights
Our algorithms provide the largest improvement over existing Field of Vision (FOV) algorithms at highresolutions, allowing the possibility of the creation of high resolution FOV-based video games
A Field of Vision (FOV) is the set of locations that are visible from a specific position in a scene of a computer game
In this paper we presented two new algorithms for calculating Field of Vision over 2D grids, with the goal of making FOV calculation feasible at high grid sizes
Summary
A Field of Vision (FOV) is the set of locations that are visible from a specific position in a scene of a computer game. An FOV algorithm must determine which cells are visible from the source and which cells are not visible based on the cells that are vision-blocking; the resulting grid with cells set to visible or non-visible is called the FOV. The yellow brick walls block vision from the character located near the bottom left corner. In this example each FOV grid cell is a 48*48 pixel region of the game’s display. Top-down games may use FOV to convey to a player which areas of the world their character cannot see by visually darkening them This visual effect is referred to as a fog of war. We show that existing FOV algorithms do not scale well with grid size and have inadequate performance as a result
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