Real-Time Rendering (2nd Edition)

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1 ECE 595 / CS 491 / CS 591 Real-Time Rendering & Graphics Hardware Pradeep Sen Advanced Graphics Lab Class 4 January 29, 2007 Real-time Rendering & Graphics Hardware Pradeep Sen Class 4 – January 29, 2007 Last time Finish the rendering pipeline – Rasterization – Texturing – Framebuffer operations Handed out the project Real-time Rendering & Graphics Hardware Pradeep Sen Class 4 – January 29, 2007 Today Q/A session Application-side optimizations and data structures Real-time Rendering & Graphics Hardware Pradeep Sen Class 4 – January 29, 2007 Questions? Office hours Tuesday 2 – 4pm in ECE 225C Real-time Rendering & Graphics Hardware Pradeep Sen Class 4 – January 29, 2007 Back to the application Last week, we covered the graphics pipeline Now we go back to the beginning… Real-time Rendering & Graphics Hardware Pradeep Sen Class 4 – January 29, 2007 Application-side optimizations We will focus on optimizations for rendering In short: don’t render what cannot be seen – Don’t render stuff that is off screen (view- frustum culling) – Don’t render stuff that is hidden by something else (occlusion culling) Real-time Rendering & Graphics Hardware Pradeep Sen Class 4 – January 29, 2007 Don’t we do this already? Don’t render stuff that is off screen – Clipping algorithm Don’t render stuff that is hidden by something else – z-buffer algorithm The problem: inefficiency! Both algorithms scale linearly with scene complexity! Real-time Rendering & Graphics Hardware Pradeep Sen Class 4 – January 29, 2007 The algorithms Quickly eliminate geometry that cannot be seen We want to be conservative. If there is a chance the object can be seen, render it. We don’t throw it out unless we are certain it does not appear on the screen This create what is known as a potentially visible set (PVS) Still use clipping and z-buffer for accurate rendering Real-time Rendering & Graphics Hardware Pradeep Sen Class 4 – January 29, 2007 Bounding volume hierarchy Bound complex objects by a simple geometrical representation If bounding geometry is not visible, the object is not visible
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