Hierarchical visibility culling with occlusion trees

被引:51
|
作者
Bittner, J [1 ]
Havran, V [1 ]
Slavik, P [1 ]
机构
[1] Czech Tech Univ, Dept Comp Sci & Engn, Prague 12135 2, Czech Republic
关键词
visibility; occlusion culling; spatial partitioning; real time rendering; virtual reality; BSP;
D O I
10.1109/CGI.1998.694268
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
In the scope of rendering complex models with high depth complexity it is of great importance to design output-sensitive algorithms, i.e., algorithms with the rime complexity proportional to the number of visible graphic primitives in the resulting image. In this paper an algorithm allowing efficient culling of the invisible portion of the rendered model is presented. Our approach uses a spatial hierarchy to represent the topology of the model. For a current viewpoint a set of polygonal occluders is determined that are used to build the occlusion tree. In the occlusion tree occlusion volumes of the selected occluders are merged. Visibility from the viewpoint is determined by processing the spatial hierarchy and classifying the visibility of its regions. In this process the occlusion tree is used to determine the viewpoint-to-region visibility efficiently The algorithm is well-suited for complex models where large occluders are present.
引用
收藏
页码:207 / 219
页数:13
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