Changeset 266 for trunk/VUT/doc/SciReport/online.tex
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- 09/13/05 18:44:54 (19 years ago)
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trunk/VUT/doc/SciReport/online.tex
r253 r266 44 44 \begin{figure}%[htb] 45 45 %\centerline 46 47 48 49 50 51 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} 52 52 %\label{tab:online_culling_example} 53 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 56 57 56 red boxes depict the view frustum culled hierarchy nodes, the blue boxes depict the 57 occlusion query culled hierarchy nodes.} 58 58 \label{fig:online_culling_example} 59 59 \end{figure} 60 60 61 61 Recent graphics hardware natively supports an \emph{occlusion query} 62 to detect the visibility of an object against the current contents of the63 z-buffer. Although the query itself is processed quickly using the 64 raw power of the graphics processing unit (GPU), its result is not62 to detect the visibility of an object against the current contents of 63 the z-buffer. Although the query itself is processed quickly using 64 the raw power of the graphics processing unit (GPU), its result is not 65 65 available immediately due to the delay between issuing the query and 66 66 its actual processing in the graphics pipeline. As a result, a naive … … 74 74 simplicity and versatility: the method can be easily integrated in 75 75 existing 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. 76 underlying occlusion query. In 77 figure~\ref{fig:online_culling_example}, the same scene (top row) is 78 rendered using view frustum culling (visualization in the bottom left 79 image) versus online culling using occlusion queries (visualization 80 in the bottom right image). It can be seen that with view frustum 81 culling only many objects are still rendered. 80 82 %Using spatial and assuming temporal coherence 81 83 … … 105 107 z-buffer allows to quickly determine if the geometry in question is 106 108 occluded. 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 determinedinvisible.109 generation of graphics hardware by applying early z-tests of fragments 110 in the graphics pipeline (e.g., Hyper-Z technology of ATI or Z-cull of 111 NVIDIA). However, the geometry still needs to be sent to the GPU, 112 transformed, and coarsely rasterized even if it is later determined 113 invisible. 112 114 113 115 Zhang~\cite{EVL-1997-163} proposed hierarchical occlusion maps, which … … 774 776 %shown in the accompanying video. 775 777 776 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, butalso due to significant changes in visibility and depth complexity in778 The complete power plant model is quite challenging even to load into 779 memory, but on the other hand it offers good occlusion. This scene is 780 an interesting candidate for testing not only due to its size, but 781 also due to significant changes in visibility and depth complexity in 780 782 its different parts. 781 783 … … 915 917 \caption{Statistics for the three test scenes. VFC is rendering with only view-frustum culling, S\&W is the 916 918 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 over918 a ll frames (including the speedup).}919 is a perfect method with respect to the given hierarchy. All values 920 are averages over all frames (including the speedup).} 919 921 \label{tab:averages} 920 922 \end{table*}
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