【24h】

Dynamic scene occlusion culling

机译:动态场景遮挡剔除

获取原文
获取原文并翻译 | 示例
       

摘要

Large, complex 3D scenes are best rendered in an output-sensitivenway, i.e., in time largely independent of the entire scene model'sncomplexity. Occlusion culling is one of the key techniques fornoutput-sensitive rendering. We generalize existing occlusion cullingnalgorithms, intended for static scenes, to handle dynamic scenes havingnnumerous moving objects. The data structure used by an occlusion cullingnmethod is updated to reflect the objects' possible positions. To avoidnupdating the structure for every dynamic object at each frame, antemporal bounding volume (TBV) is created for each occluded dynamicnobject, using some known constraints on the object's motion. The TBV isninserted into the structure instead of the object. Subsequently, thenobject is ignored as long as the TBV is occluded and guaranteed toncontain the object. The generalized algorithms' rendering time isnlinearly affected only by the scene's visible parts, not by hidden partsnor by occluded dynamic objects. Our techniques also save communicationsnin distributed graphic systems, e.g., multiuser virtual environments, byneliminating update messages for hidden dynamic objects. We demonstratenthe adaptation of two occlusion culling algorithms to dynamic scenes:nhierarchical Z-buffering and BSP tree projection
机译:大型,复杂的3D场景最好以对输出敏感的方式进行渲染,即时间在很大程度上与整个场景模型的复杂度无关。遮挡剔除是非输出敏感渲染的关键技术之一。我们概括了用于静态场景的现有遮挡算法,以处理具有多个运动对象的动态场景。遮挡剔除方法使用的数据结构被更新以反映对象的可能位置。为了避免在每个帧上更新每个动态对象的结构,使用对对象运动的一些已知约束,为每个被遮挡的动态对象创建一个临时边界体积(TBV)。 TBV而不是对象插入到结构中。随后,只要TBV被遮挡并保证不包含该对象,则该对象将被忽略。广义算法的渲染时间仅受场景可见部分的线性影响,不受隐藏部分的影响,也不受闭塞的动态对象的影响。我们的技术还通过隐藏隐藏的动态对象的更新消息,还节省了分布式图形系统(例如,多用户虚拟环境)中的通信。我们演示了两种遮挡剔除算法对动态场景的适应:分层Z缓冲和BSP树投影

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号