【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-sensitive way, i.e., in time largely independent of the entire scene model's complexity. Occlusion culling is one of the key techniques for output-sensitive rendering. We generalize existing occlusion culling algorithms, intended for static scenes, to handle dynamic scenes having numerous moving objects. The data structure used by an occlusion culling method is updated to reflect the objects' possible positions. To avoid updating the structure for every dynamic object at each frame, a temporal bounding volume (TBV) is created for each occluded dynamic object, using some known constraints on the object's motion. The TBV is inserted into the structure instead of the object. Subsequently, the object is ignored as long as the TBV is occluded and guaranteed to contain the object. The generalized algorithms' rendering time is linearly affected only by the scene's visible parts, not by hidden parts or by occluded dynamic objects. Our techniques also save communications in distributed graphic systems, e.g., multiuser virtual environments, by eliminating update messages for hidden dynamic objects. We demonstrate the adaptation of two occlusion culling algorithms to dynamic scenes: hierarchical 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性无关。遮挡剔除是对输出敏感的渲染的关键技术之一。我们对旨在用于静态场景的现有遮挡剔除算法进行一般化,以处理具有众多运动对象的动态场景。遮挡剔除方法使用的数据结构已更新,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时间边界体积(TBV)。 TBV插入到结构而不是对象中。随后,只要TBV被遮挡并保证包含该对象,该对象将被忽略。通用算法的渲染时间仅受场景的可见部分线性影响,而不受隐藏部分或遮挡的动态对象的影响。通过消除隐藏动态对象的更新消息,我们的技术还可以节省分布式图形系统(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