Occlusion culling algorithm based on software visibility checks

Rendering of 3D scenes with big number of objects is computationally intensive. Occlusion culling methods are used to decrease the number of handled objects. We consider interactive occlusion culling methods that have spatial and time coherence. We propose algorithm to increase rendering performance...

Full description

Bibliographic Details
Main Author: V. I. Gonakhchyan
Format: Article
Language:English
Published: Ivannikov Institute for System Programming of the Russian Academy of Sciences 2018-10-01
Series:Труды Института системного программирования РАН
Subjects:
Online Access:https://ispranproceedings.elpub.ru/jour/article/view/483
id doaj-17810fd4e3bc4059b42072067cf06ef4
record_format Article
spelling doaj-17810fd4e3bc4059b42072067cf06ef42020-11-25T01:15:40Zeng Ivannikov Institute for System Programming of the Russian Academy of SciencesТруды Института системного программирования РАН2079-81562220-64262018-10-01302819810.15514/ISPRAS-2018-30(2)-5483Occlusion culling algorithm based on software visibility checksV. I. Gonakhchyan0Институт системного программирования им. В.П. Иванникова РАНRendering of 3D scenes with big number of objects is computationally intensive. Occlusion culling methods are used to decrease the number of handled objects. We consider interactive occlusion culling methods that have spatial and time coherence. We propose algorithm to increase rendering performance by using occlusion checks implemented in software mode. We propose heuristic to determine hierarchy level that corresponds to the most efficient occlusion checking. The algorithm is compared with the algorithm based on hardware occlusion queries. Checking for occlusion on CPU avoids transmission overhead between CPU and GPU and as a result improves rendering performance of 3d scenes with big number of objects. Section 1 provides an overview of related work as well as general purposes of given paper and its structure. Section 2 describes the basic formulas that are used in software rasterization and visibility checks. Section 3 describes the proposed algorithm for removing invisible surfaces. Section 4 presents the results of comparing the performance of the proposed algorithm and the algorithm based on hardware visibility requests. Section 5 summarizes the main conclusions.https://ispranproceedings.elpub.ru/jour/article/view/483визуализация трехмерных сценпроверка видимостиокто-дерево
collection DOAJ
language English
format Article
sources DOAJ
author V. I. Gonakhchyan
spellingShingle V. I. Gonakhchyan
Occlusion culling algorithm based on software visibility checks
Труды Института системного программирования РАН
визуализация трехмерных сцен
проверка видимости
окто-дерево
author_facet V. I. Gonakhchyan
author_sort V. I. Gonakhchyan
title Occlusion culling algorithm based on software visibility checks
title_short Occlusion culling algorithm based on software visibility checks
title_full Occlusion culling algorithm based on software visibility checks
title_fullStr Occlusion culling algorithm based on software visibility checks
title_full_unstemmed Occlusion culling algorithm based on software visibility checks
title_sort occlusion culling algorithm based on software visibility checks
publisher Ivannikov Institute for System Programming of the Russian Academy of Sciences
series Труды Института системного программирования РАН
issn 2079-8156
2220-6426
publishDate 2018-10-01
description Rendering of 3D scenes with big number of objects is computationally intensive. Occlusion culling methods are used to decrease the number of handled objects. We consider interactive occlusion culling methods that have spatial and time coherence. We propose algorithm to increase rendering performance by using occlusion checks implemented in software mode. We propose heuristic to determine hierarchy level that corresponds to the most efficient occlusion checking. The algorithm is compared with the algorithm based on hardware occlusion queries. Checking for occlusion on CPU avoids transmission overhead between CPU and GPU and as a result improves rendering performance of 3d scenes with big number of objects. Section 1 provides an overview of related work as well as general purposes of given paper and its structure. Section 2 describes the basic formulas that are used in software rasterization and visibility checks. Section 3 describes the proposed algorithm for removing invisible surfaces. Section 4 presents the results of comparing the performance of the proposed algorithm and the algorithm based on hardware visibility requests. Section 5 summarizes the main conclusions.
topic визуализация трехмерных сцен
проверка видимости
окто-дерево
url https://ispranproceedings.elpub.ru/jour/article/view/483
work_keys_str_mv AT vigonakhchyan occlusioncullingalgorithmbasedonsoftwarevisibilitychecks
_version_ 1725151802795491328