Introduction
3D games attract many players because of the vivid
game scene, and how to describe complex scenes
including thousands of objects and render the scenes
rapidly and exactly are problems that have to be taken
into account by game engine designers. The
organization of game scenes involves the visibility
process and collision process. The engine has to decide
which part of the scene is within sight, and if there are
collisions between objects, the value of collision point
has to be calculated. Traditional way of rendering is to
use Z-BUFFER, if back-front way is used to render the
scene, then hidden surface removal can be realized. In
current complex 3D game scenes, traditional ways can
not meet the real time needs.