The document summarizes the goals, technical constraints, and solutions for rendering wounds in Left 4 Dead 2. It aimed to accurately locate wounds, match weapon strength by removing body parts, and allow multiple active wounds per model. Constraints included memory and CPU limits. The initial prototype used ellipsoids to cull pixels and fill holes with wound models, but had issues. The final solution combined ellipsoids with projected textures to blend wounds and blood effects naturally while minimizing performance impacts. It allowed up to 54 unique wounds per model with low memory costs.