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Occlusion Culling Algorithm Based on Software Visibility Checks

机译:基于软件可见性检查的遮挡剔除算法

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Rendering of 3D scenes with a large number of objects is computationally intensive. Occlusion culling methods are used to improve rendering performance by reducing the number of objects to be processed on the GPU. In this paper, we consider occlusion culling methods that employ spatial and temporal coherence of visibility. Some of the most efficient methods are based on hardware occlusion queries. However, recording of occlusion queries and receiving their results for a large number of objects can take considerable time. We propose an algorithm that removes occlusion query transmission overhead by performing occlusion checks on the CPU against a depth buffer downloaded from the GPU. The proposed algorithm is compared with widespread algorithm based on hardware occlusion queries. It improves rendering performance of 3D scenes with a large number of objects by reducing the number of transmitted rendering commands.
机译:具有大量对象的3D场景渲染是计算密集的。 遮挡剔除方法用于通过减少在GPU上处理的对象的数量来改善渲染性能。 在本文中,我们考虑了采用空间和时间相干性的闭塞剔除方法。 一些最有效的方法基于硬件遮挡查询。 但是,记录遮挡查询并接收大量对象的结果可能需要相当长的时间。 我们提出了一种算法,通过对从GPU下载的深度缓冲区执行CPU对CPU的遮挡检查来消除遮挡查询传输开销。 将所提出的算法与基于硬件遮挡查询的广泛算法进行了比较。 它通过减少传输渲染命令的数量来提高大量对象的3D场景的渲染性能。

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  • 来源
    《Programming and Computer Software》 |2020年第7期|454-462|共9页
  • 作者

    Gonakhchyan V. I;

  • 作者单位

    Russian Acad Sci Ivannikov Inst Syst Programming Ul Solzhenitsyna 25 Moscow 109004 Russia;

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  • 正文语种 eng
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