  The aim of this paper is to propose 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 summarize 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 large grid sizes, thus allowing the
possibility of the design of high resolution FOV-based video games.
