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Timestamp:
09/13/05 18:44:54 (19 years ago)
Author:
bittner
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structural changes

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

    r253 r266  
    4444\begin{figure}%[htb] 
    4545  %\centerline 
    46         \centering \footnotesize 
    47         \begin{tabular}{c} 
    48         \includegraphics[width=0.6\textwidth, draft=\DRAFTFIGS]{images/ogre_terrain} \\ 
    49         %\hline  
    50         \includegraphics[width=0.3\textwidth, draft=\DRAFTFIGS]{images/vis_viewfrustum} \hfill \includegraphics[width=0.3\textwidth, draft=\DRAFTFIGS]{images/vis_chc} \\ 
    51         \end{tabular} 
     46  \centering \footnotesize 
     47  \begin{tabular}{c} 
     48  \includegraphics[width=0.6\textwidth, draft=\DRAFTFIGS]{images/ogre_terrain} \\ 
     49  %\hline  
     50  \includegraphics[width=0.3\textwidth, draft=\DRAFTFIGS]{images/vis_viewfrustum} \hfill \includegraphics[width=0.3\textwidth, draft=\DRAFTFIGS]{images/vis_chc} \\ 
     51  \end{tabular} 
    5252%\label{tab:online_culling_example} 
    5353  \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 
    56         red boxes depict the view frustum culled hierarchy nodes, the blue boxes depict the 
    57         occlusion query culled hierarchy nodes.} 
     56    red boxes depict the view frustum culled hierarchy nodes, the blue boxes depict the 
     57    occlusion query culled hierarchy nodes.} 
    5858  \label{fig:online_culling_example} 
    5959\end{figure} 
    6060 
    6161Recent graphics hardware natively supports an \emph{occlusion query} 
    62 to detect the visibility of an object against the current contents of the 
    63 z-buffer.  Although the query itself is processed quickly using the 
    64 raw power of the graphics processing unit (GPU), its result is not 
     62to detect the visibility of an object against the current contents of 
     63the z-buffer.  Although the query itself is processed quickly using 
     64the raw power of the graphics processing unit (GPU), its result is not 
    6565available immediately due to the delay between issuing the query and 
    6666its actual processing in the graphics pipeline. As a result, a naive 
     
    7474simplicity and versatility: the method can be easily integrated in 
    7575existing real-time rendering packages on architectures supporting the 
    76 underlying occlusion query. 
    77 In figure~\ref{fig:online_culling_example}, the same scene (top row) is rendered using view frustum 
    78 culling (visualization in the bottom left image) versus online culling using occlusion queries (visualization  
    79 in the bottom right image). It can be seen that with view frustum culling only many objects are still rendered. 
     76underlying occlusion query.  In 
     77figure~\ref{fig:online_culling_example}, the same scene (top row) is 
     78rendered using view frustum culling (visualization in the bottom left 
     79image) versus online culling using occlusion queries (visualization 
     80in the bottom right image). It can be seen that with view frustum 
     81culling only many objects are still rendered. 
    8082%Using spatial and assuming temporal coherence 
    8183 
     
    105107z-buffer allows to quickly determine if the geometry in question is 
    106108occluded. To a certain extent this idea is used in the current 
    107 generation of graphics hardware by applying early z-tests of 
    108 fragments in the graphics pipeline (e.g., Hyper-Z technology of ATI or 
    109 Z-cull of NVIDIA). However, the geometry still needs to be sent to the 
    110 GPU, transformed, and coarsely rasterized even if it is later 
    111 determined invisible. 
     109generation of graphics hardware by applying early z-tests of fragments 
     110in the graphics pipeline (e.g., Hyper-Z technology of ATI or Z-cull of 
     111NVIDIA). However, the geometry still needs to be sent to the GPU, 
     112transformed, and coarsely rasterized even if it is later determined 
     113invisible. 
    112114 
    113115 Zhang~\cite{EVL-1997-163} proposed hierarchical occlusion maps, which 
     
    774776%shown in the accompanying video. 
    775777 
    776 The complete power plant model is quite challenging even to load into memory, 
    777 but on the other hand it offers good 
    778 occlusion. This scene is an interesting candidate for testing not only 
    779 due to its size, but also due to significant changes in visibility and depth complexity in 
     778The complete power plant model is quite challenging even to load into 
     779memory, but on the other hand it offers good occlusion. This scene is 
     780an interesting candidate for testing not only due to its size, but 
     781also due to significant changes in visibility and depth complexity in 
    780782its different parts. 
    781783 
     
    915917\caption{Statistics for the three test scenes. VFC is rendering with only view-frustum culling, S\&W is the 
    916918  hierarchical stop and wait method, CHC is our new method, and Ideal 
    917 is a perfect method with respect to the given hierarchy. All values are averages over 
    918 all frames (including the speedup).} 
     919is a perfect method with respect to the given hierarchy. All values 
     920are averages over all frames (including the speedup).} 
    919921\label{tab:averages} 
    920922\end{table*} 
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