VisibilityCulling分析.pptVIP

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Visibility Culling Recap: General Occlusion Culling When cells and portals don’t work… Trees in a forest A crowded train station Need general occlusion culling algorithms: Aggregate occlusion Dynamic scenes Non-polygonal scenes Recap: General Occlusion Culling I’ll discuss two algorithms: Hierarchical Z-Buffer Ned Greene, SIGGRAPH 93 Hierarchical Occlusion Maps Hansong Zhang, SIGGRAPH 97 Recap: Hierarchical Z-Buffer Replace Z-buffer with a Z-pyramid Lowest level: full-resolution Z-buffer Higher levels: each pixel represents the maximum depth of the four pixels “underneath” it Basic idea: hierarchical rasterization of the polygon, with early termination where polygon is occluded Hierarchical Z-Buffer Idea: test polygon against highest level first If polygon is further than distance recorded in pixel, stop—it’s occluded If polygon is closer, recursively check against next lower level If polygon is visible at lowest level, set new distance value and propagate up Hierarchical Z-Buffer Z-pyramid exploits image-space coherence: Polygon occluded in a pixel is probably occluded in nearby pixels HZB also exploits object-space coherence Polygons near an occluded polygon are probably occluded Hierarchical Z-Buffer Exploiting object-space coherence: Subdivide scene with an octree All geometry in an octree node is contained by a cube Before rendering the contents of a node, “render” the faces of its cube (i.e., query the Z-pyramid) If cube faces are occluded, ignore the entire node Hierarchical Z-Buffer HZB can exploit temporal coherence Most polygons affecting the Z-buffer last frame will affect Z-buffer this frame HZB also operates at max efficiency when Z-pyramid already built So start each frame by rendering octree nodes visible last frame Hierarchical Z-Buffer: Discussion HZB needs hardware support to be really competitive To date, hardware vendors haven’t bought in: Z-pyramid (and hierarchies in general) unfriendly to hardware Unpredictable Z-query times generate bu

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