Rendercellcontainingviewer

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Unformatted text preview: e speedups D22 Cells and Portals • Teller (1993): view­independent + view­dependent – Portal­portal visibility calculated by line stabbing using linear program • • Cell­cell visibility stored in stab trees View­dependent eye­portal visibility stage further refines PVS at run time – Slow preprocess – Elegant, exact scheme D23 Cells and Portals • Luebke (1995): view­dependent only – Eye­portal visibility determined by intersecting portal cull boxes – No preprocess (integrate w/ modeling) – Quick, simple hack – Public­domain library: pfPortals D24 pfPortals Algorithm • Depth­first adjacency graph traversal – Render cell containing viewer – Treat portals as special polygons • • • If portal is visible, render adjacent cell But clip to boundaries of portal! Recursively check portals in that cell against new clip boundaries (and render) – Each visible portal sequence amounts to a series of nested portal boundaries • Kept implicitly on recursion stack D25 pfPortals Algorithm • Recursively rendering cells while clipping to portal boundaries not new – Visible­surface algorithm (Jones 1971): general polygon­polygon clipping • Elegant, expensive, complicated – Conservative overestimate (pfPortals): use portal’s cull box • • Cull box = x­y screenspace bounding box Cheap to compute, very cheap (constant time) to intersect D26 pfPortals Algorithm • How badly does the cull box approximation overestimate PVS? – Not much for most architectural scenes • Note: Can implement mirrors as portals with an extra transformation! – Some clipping & Z­buffering issues D27 Cells and Portals: Details • Usually separate model into occluders and detail objects – – – • • Occluders: walls, floors Detail objects: desks, chairs, pencils Cell creation process only accounts for occluders (Why?) pfPortals: find detail object visibility through portal sequences at run time Teller: also precompute into PVS D28 Why View­Independent? • • If view­dependent techniques can often calculate a reasonable PVS fast enough, why bother with view­independent solutions? One good answer: smart prefetching – Soda Hall walkthrough (Funkhouser) • • Whole model doesn’t fit in memory Use Teller stab trees to load in only cells that might be visible D29 Creating Cells and Portals • Given a model, how might you extract the cells and portals? – – – • Airey: k­D tree (axis­aligned boxes) Teller: BSP tree (general convex cells) Luebke: modeler (any cells at all) Problems and issues – – – Running time Free cells Intra­wall cells D30 Cells and Portals: Discussion • Good solution for most architectural or urban models – Use the simplest algorithm that suffices for your needs: • • pfPortals­style algorithm: view­dependent solution, reasonably tight PVS, no preprocess necessary (except partition) Teller­style algorithm: tighter PVS, somewhat more complex, can provide view­independent solution for prefetching D31 Cells and Portals: Discussion • Public­domain code I’m aware of: – pfPortals: http://pfportals.cs.virginia.edu A very simple set of Performer callbacks that implements cull­box portal culling – pfWalkthru: http://home.earthlink.net/~mmchow/ • Includes code to extract cells and portals • – Game engine sites • • Lots of “level builders” and “level compilers” Treat these with a grain of salt D32 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 – Non­polygonal scenes D33 General Occlusion Culling • I’ll discuss two algorithms: – Hierarchical Z­Buffer • Ned Greene, SIGGRAPH 93 – Hierarchical Occlusion Maps • Hansong Zhang, SIGGRAPH 97 D34 Hierarchical Z­Buffer • Replace Z­buffer with a Z­pyramid – Lowest level: full­resolution Z­buffer – 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 D35...
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