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Conservative From-Point Visibility.

GUMMERUS, SAMPSA (2004)

 
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GUMMERUS, SAMPSA
2004

Tietojenkäsittelyoppi - Computer Science
Informaatiotieteiden tiedekunta - Faculty of Information Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2004-05-12
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Julkaisun pysyvä osoite on
https://urn.fi/urn:nbn:fi:uta-1-13031

Sisällysluettelo

1. Introduction.............................................................................................................1 2. Visibility Problem...................................................................................................3 3. Scene Organization...............................................................................................10 3.1. Bounding Volume Hierarchies and Scene Graphs.................................10 3.2. Spatial Data Structures ...............................................................................13 3.3. Regular Grids...............................................................................................14 3.4. Quadtrees and Octrees ...............................................................................15 3.5. KD-Trees.......................................................................................................20 3.6. BSP-Trees......................................................................................................23 3.7. Exploiting Spatial and Temporal Coherence ..........................................27 3.8. Dynamic Scenes...........................................................................................30 3.9. Summary ......................................................................................................34 4. View Frustum Culling .........................................................................................35 4.1. View Frustum Construction ......................................................................36 4.2. View Frustum Test......................................................................................37 4.3. Hierarchical View Frustum Culling .........................................................41 4.4. Optimizations ..............................................................................................42 4.5. Summary ......................................................................................................44 5. Occlusion Culling .................................................................................................45 5.1. Fundamental Concepts...............................................................................45 5.2. Occluder Selection.......................................................................................46 5.3. Hardware Occlusion Queries....................................................................49 5.4. Object-Space Methods ................................................................................50 5.5. Image-Space Methods ................................................................................55 5.6. Summary ......................................................................................................64 6. Conclusion.............................................................................................................66 References .................................................................................................................... 70
Tiivistelmä
Visibility determination has been an important part of the computer graphics

research for several decades. First studies of the visibility were hidden line

removal algorithms, and later hidden surface removal algorithms. Today’s

visibility determination is mainly concentrated on conservative, object level

visibility determination techniques. Conservative methods are used to

accelerate the rendering process when some exact visibility determination

algorithm is present. The Z-buffer is a typical exact visibility determination

algorithm. The Z-buffer algorithm is implemented in practically every modern

graphics chip.

This thesis concentrates on a subset of conservative visibility

determination techniques. These techniques are sometimes called from-point

visibility algorithms. They attempt to estimate a set of visible objects as seen

from the current viewpoint. These techniques are typically used with real-time

graphics applications such as games and virtual environments. Concentration is

on the view frustum culling and occlusion culling. View frustum culling

discards objects that are outside of the viewable volume. Occlusion culling

algorithms try to identify objects that are not visible because they are behind

some other objects. Also spatial data structures behind the efficient

implementations of view frustum culling and occlusion culling are reviewed.

Spatial data structure techniques like maintaining of dynamic scenes and

exploiting spatial and temporal coherences are reviewed.
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