- Timestamp:
- 08/26/05 17:06:03 (19 years ago)
- Location:
- trunk/VUT/doc/SciReport
- Files:
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trunk/VUT/doc/SciReport/online.tex
r252 r253 46 46 \centering \footnotesize 47 47 \begin{tabular}{c} 48 \includegraphics[width=0. 5\textwidth, draft=\DRAFTFIGS]{images/ogre_terrain} \\48 \includegraphics[width=0.6\textwidth, draft=\DRAFTFIGS]{images/ogre_terrain} \\ 49 49 %\hline 50 \includegraphics[width=0. 25\textwidth, draft=\DRAFTFIGS]{images/vis_viewfrustum} \hfill \includegraphics[width=0.25\textwidth, draft=\DRAFTFIGS]{images/vis_chc} \\50 \includegraphics[width=0.3\textwidth, draft=\DRAFTFIGS]{images/vis_viewfrustum} \hfill \includegraphics[width=0.3\textwidth, draft=\DRAFTFIGS]{images/vis_chc} \\ 51 51 \end{tabular} 52 \label{tab:averages}53 \caption{ Top row: The rendered scene. Bottom row: The visualizion of the rendering overdraw.52 %\label{tab:online_culling_example} 53 \caption{(top) The rendered terrain scene. (bottom) Visualizion of the rendered / culled objects. 54 54 Using view frustum culling (left image) vs. occlusion queries (right image). 55 55 The yellow boxes show the actually rendered scene objects. The … … 77 77 In figure~\ref{fig:online_culling_example}, the same scene (top row) is rendered using view frustum 78 78 culling (visualization in the bottom left image) versus online culling using occlusion queries (visualization 79 in the bottom right image). We can clearly see the large overdraw that happens for view frustum culling.79 in the bottom right image). It can be seen that with view frustum culling only many objects are still rendered. 80 80 %Using spatial and assuming temporal coherence 81 81 … … 691 691 \label{sec:initial} 692 692 693 \begin{figure} 694 \centering 695 \includegraphics[width=0.49\textwidth,draft=\DRAFTIMAGES]{images/transp_wrong} 696 \includegraphics[width=0.49\textwidth,draft=\DRAFTIMAGES]{images/transp_delayed} 697 \caption{(left) all passes are rendered with CHC. Note that the soldiers are 698 visible through the tree. (right) Only the solid passes are rendered using CHC, afterwards the transparent passes.} 699 \label{fig:online_transparency} 700 \end{figure} 701 702 693 703 To achieve maximal performance on modern GPU's, one has to take care of a number of issues. 694 704 First, it is very important to reduce material switching. Thus modern rendering engines sort the … … 706 716 only the first passes using the algorithm (e.g., the solid passes), determining the visibility of the patches, and 707 717 render all the other passes afterwards. This approach can be used when there are passes which require a special 708 kind of sorting to be rendered correctly (e.g., transparent passes, shadow passes). 709 710 718 kind of sorting to be rendered correctly (e.g., transparent passes, shadow passes). In figure~\ref{fig:online_transparency}, 719 we can see that artifacts occur in the left image if the transparent passes are not rendered in the correct order after 720 applying the hierarchical algorithm (right image). In a similar fashion, we are able to handle shadows~\ref{fig:chc_shadows}. 721 722 \begin{figure} 723 \centering 724 \includegraphics[width=0.35\textwidth,draft=\DRAFTIMAGES]{images/chc_shadows} 725 \caption{We can correctly handle shadow volumes together with CHC.} 726 \label{fig:chc_shadows} 727 \end{figure} 711 728 712 729 \subsection{Batching multiple queries}
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