lecture18 - Visibility Culling Visibility David Luebke...

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Unformatted text preview: Visibility Culling Visibility David Luebke Computer Science Department University of Virginia <[email protected]> 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 – Non­polygonal scenes D2 Recap: General Occlusion Culling • I’ll discuss two algorithms: – Hierarchical Z­Buffer • Ned Greene, SIGGRAPH 93 – Hierarchical Occlusion Maps • Hansong Zhang, SIGGRAPH 97 D3 Recap: 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 D4 Hierarchical Z­Buffer • 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 D5 Hierarchical Z­Buffer • Z­pyramid exploits image­space coherence: – Polygon occluded in a pixel is probably occluded in nearby pixels • HZB also exploits object­space coherence – Polygons near an occluded polygon are probably occluded D6 Hierarchical Z­Buffer • Exploiting object­space 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 Z­pyramid) – If cube faces are occluded, ignore the entire node D7 Hierarchical Z­Buffer • HZB can exploit temporal coherence – Most polygons affecting the Z­buffer last frame will affect Z­buffer this frame – HZB also operates at max efficiency when Z­pyramid already built • So start each frame by rendering octree nodes visible last frame D8 Hierarchical Z­Buffer: Discussion • • HZB needs hardware support to be really competitive To date, hardware vendors haven’t bought in: – Z­pyramid (and hierarchies in general) unfriendly to hardware – Unpredictable Z­query times generate bubbles in rendering pipe • But there is a promising trend… D9 Hierarchical Z­Buffer • Hardware beginning to support Z­query operation – Allows systems to exploit: • • Object­space coherence (bounding boxes) Temporal coherence (last­rendered list) – Systems I’m aware of: • • HP Visualize­fx graphics SGI Visual Workstation products – An aside: applies to cell­portal culling! D10 Hierarchical Occlusion Maps • • A more hardware­friendly general occlusion culling algorithm Two major differences from HZB: – Separates occluders from occludees – Decouples occlusion test into an depth test and a overlap test D11 Hierarchical Occlusion Maps • Occluders versus occludees: Blue parts: occluders Blue occluders Red parts: occludees occludees D12 Hierarchical Occlusion Maps • Depth versus overlap: View Point Z X Y Depth + Overlap = Occlusion D13 Hierarchical Occlusion Maps • Representation of projection for overlap test: occlusion map – Corresponds to a screen subdivision – Records average opacity per partition • Generate by rendering occluders – Record pixel opacities (i.e., coverage) D14 Occlusion Maps Rendered Image Occlusion Map D15 Occlusion Map Pyramid 64 x 64 32 x 32 16 x 16 D16 Occlusion Map Pyramid D17 Occlusion Map Pyramid • Analyzing cumulative projection: – A hierarchical occlusion map (HOM) – Generate by recursive averaging (once per frame) – Records average opacities for blocks of multiple pixels, representing occlusion at multiple resolutions – Construction can be accelerated by texture hardware D18 Overlap Tests • Query: is projection of occludee inside cumulative projection of occluders? – Cumulative projection: occlusion pyramid – Ocludee projection: expensive in general • • Overestimate ocludee with 3­D bounding box Overestimate projection of 3­D bounding box with 2­D bounding rectangle in screen­space D19 Overlap Tests • Hierarchical structure enables some optimizations: – Predictive rejection • Terminate test when it must fail later – Conservative rejection • The transparency threshold – Aggressive Approximate Culling • • Ignore objects barely visible through holes The opacity threshold D20 Aggressive Approximate Culling 0 1 2 3 4 D21 Hierarchical Occlusion Maps • Not discussed here: – Depth test • • Depth estimation buffer Modified Z­buffer – Selecting occluders • For more details, see attached excerpt from Hansong Zhang’s dissertation D22 HOM: Discussion • Provides a robust, general, hardware­ friendly occlusion culling algorithm – Supports dynamic scenes – Supports non­polygonal geometry – Not many hardware assumptions D23 HOM: Discussion • • Efficient coding, careful tuning a must Fairly high per­frame overhead – Needs high depth complexity, good occluder selection to be worthwhile – UNC’s MMR system: D24 Visibility Culling: Discussion • When is visibility culling worthwhile? – When scene has high depth complexity • • Examples: architectural walkthroughs, complex CAD assemblies, dense forest Non­examples: terrain, single highly­tesselated object (e.g., a radiositized room) D25 Visibility Culling: Discussion • How does visibility culling compare to: – Level­of­detail: • • Reduces geometry processing Helps transform­bound apps – Visibility culling: • • Reduces geometry and pixel processing Helps transform­ and fill rate­bound apps – Texture / Image representations: • • Reduces geometry and pixel processing Incurs texture/image processing costs D26 Visibility Culling: Discussion • How does visibility culling interact with level of detail? – Fairly seamless integration; generally a win – One issue: visibility of simplified model may differ from original model; requires some care – LODs can speed up occluder selection and rendering D27 Visibility Culling: Discussion • How does visibility culling interact with texture and image­based representations? – Texture/image reps generally replace far­field geometry • • • Involves an implicit occlusion culling step Reduces scene depth complexity, decreasing the utility of visibility culling If near­field geometry still includes complex heavily­ occlusive assemblies, still a win D28 Visibility Culling: Discussion • How much culling effort is appropriate? – Cells and portals: relatively cheap, with large potential speedups – Hierarchical occlusion maps: relatively costly, carefully weigh potential gains – Multiple processors allow much more aggressive culling calculation • • Pipelining culling calculations, Performer­style, allows cull time = render time Tradeoff: one frame increased latency D29 Summary • The basic, very powerful idea: – Rapidly compute a potentially visible set – Let hardware handle the rest • For many scenes, visibility culling is a simple way to get huge speedups – View­frustum culling always a must – For scenes with high depth complexity, occlusion culling can be a big win D30 Summary • Architectural models: visibility is practically a solved problem – Cells and portals work well • • Cull­box portal culling: simple, fast Line­stabbing: elegant, powerful D31 Summary • Occlusion culling of general models: still a largely open problem – Important issues: • • Dynamic scenes Aggregate occlusion effects D32 Summary • General occlusion culling algorithms: – Hierarchical Z­buffer: • • A simple, truly elegant algorithm But doesn’t seem amenable to hardware – Hierarchical occlusion maps: • • • • More complicated, difficult to code & tune Better suited to current hardware Lends itself well to aggressive culling Fairly high overhead, only worthwhile with high depth complexity – Promising trend in hardware D33 ...
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This note was uploaded on 12/09/2011 for the course CS 561/661 taught by Professor Lubke during the Summer '11 term at Virginia Tech.

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