Visibility and Concealment Algorithms for 3D Simulations
Christian J. Darken · 2004
Many military simulations and computer entertainment products share a need to model the ability of individual entities (men, tanks, planes, etc.) to see one another and to hide from one another in a 3D virtual environment. The traditional line-of-sight (LOS) visibility model can cause serious problems with hiding behavior. Three alternative visibility models and corresponding algorithms for computing the locations of concealment opportunities are described. Under additional assumptions, these algorithms can compute locations that provide cover from direct fire as well. Our experience implementing one of these algorithms is described.