E ective Occlusion Culling for the Interactive Display of Arbitrary Models

نویسندگان

  • Hansong Zhang
  • Dinesh Manocha
  • Frederick Brooks
  • Anselmo Lastra
چکیده

HANSONG ZHANG: E ective Occlusion Culling for the Interactive Display of Arbitrary Models. (Under the direction of Dinesh Manocha.) As an advanced form of visibility culling, occlusion culling detects hidden objects and prevents them from being rendered. An occlusion-culling algorithm that can e ectively accelerate interactive graphics must simultaneously satisfy the following criteria: Generality. It should be applicable to arbitrary models, not limited to architectural models or models with many large, polygonal occluders. Signi cant Speed-up. It should not only be able to cull away large portions of a model, but do so fast enough to accelerate rendering. Portability and Ease of Implementation. It should contain as few assumptions as possible on special hardware support. It must also be robust (i.e. insensitive to oating-point errors). Based on proper problem decomposition and e cient representations of cumulative occlusion, this dissertation presents algorithms that satisfy all three of the criteria listed above. Occlusion culling is decomposed into two sub-problems|in order for an object to be occluded by the occluders, its screen-space projection must be inside the cumulative projection of the occluders, and it must not occlude any visible parts of the occluders. These two necessary conditions are veri ed by the overlap tests and the depth tests, respectively. The cumulative projection and the depth of the occluders are represented separately to support these tests. Hierarchical occlusion maps represent the cumulative projection to multiple resolutions. The overlap tests are performed hierarchically through the pyramid. The multi-resolution representation supports such unique features as aggressive approximate culling (i.e. culling away barely-visible objects), and leads to the concept of levels of visibility.

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Parallel Occlusion Culling for Interactive Walkthroughs using Multiple GPUs

We present a new parallel occlusion culling algorithm for interactive display of large environments. It uses a cluster of three graphics processing units (GPUs) to compute an occlusion representation, cull away occluded objects and render the visible primitives. Moreover, our parallel architecture reverses the role of two of the GPUs between successive frames to lower the communication overhead...

متن کامل

Power Plant Walkthrough: An Integrated System for Massive Model Rendering

Computer Aided Design (CAD) and architectural models typically contain hundreds of thousands to millions of 3D primitives. In order to display these models at interactive rates, the number of primitives to be rendered must be reduced. This paper presents an experimental system which combines multiple simplification algorithms into a single framework for the rapid display of massive geometric mo...

متن کامل

Voxel Column Culling: Occlusion Culling for Large Terrain Models

We present Voxel Column Culling, an occlusion culling algorithm for real−time rendering of large terrain models. This technique can greatly reduce the number of polygons that must be rendered every frame, allowing a larger piece of terrain to be rendered at an interactive frame−rate. This is accomplished by using a form of 3D cell−based occlusion culling. A visibility table for the terrain mode...

متن کامل

Conservative occlusion culling for urban visualization using a slice-wise data structure

In this paper, we propose a framework for urban visualization using a conservative from-region visibility algorithm based on occluder shrinking. The visible geometry in a typical urban walkthrough mainly consists of partially visible buildings. Occlusion-culling algorithms, in which the granularity is buildings, process these partially visible buildings as if they are completely visible. To add...

متن کامل

Quick-VDR: Interactive View-Dependent Rendering of Massive Models in Commodity GPUs

• The Challenge We present a novel approach for interactive viewdependent rendering of massive models on commodity GPUs. Our algorithm combines viewdependent simplifi cation, occlusion culling, and out-of-core rendering. In general, view-dependent simplifi cation is not well suited for current graphics hardware because it requires high bandwidth between the CPU and GPU and works well only if al...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 1998