Changeset 253 for trunk/VUT


Ignore:
Timestamp:
08/26/05 17:06:03 (19 years ago)
Author:
mattausch
Message:
 
Location:
trunk/VUT/doc/SciReport
Files:
3 added
1 edited

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  • trunk/VUT/doc/SciReport/online.tex

    r252 r253  
    4646        \centering \footnotesize 
    4747        \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} \\ 
    4949        %\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} \\ 
    5151        \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. 
    5454    Using view frustum culling (left image) vs. occlusion queries (right image). 
    5555    The yellow boxes show the actually rendered scene objects. The 
     
    7777In figure~\ref{fig:online_culling_example}, the same scene (top row) is rendered using view frustum 
    7878culling (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. 
     79in the bottom right image). It can be seen that with view frustum culling only many objects are still rendered. 
    8080%Using spatial and assuming temporal coherence 
    8181 
     
    691691\label{sec:initial} 
    692692 
     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 
     698visible 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 
    693703To achieve maximal performance on modern GPU's, one has to take care of a number of issues. 
    694704First, it is very important to reduce material switching. Thus modern rendering engines sort the  
     
    706716only the first passes using the algorithm (e.g., the solid passes), determining the visibility of the patches, and  
    707717render 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  
     718kind of sorting to be rendered correctly (e.g., transparent passes, shadow passes). In figure~\ref{fig:online_transparency}, 
     719we can see that artifacts occur in the left image if the transparent passes are not rendered in the correct order after 
     720applying 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} 
    711728 
    712729\subsection{Batching multiple queries} 
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