Transcript ppt
Visibility II
CS 446: Real-Time Rendering
& Game Technology
David Luebke
University of Virginia
Demo Time: Matt Spear
NOTE: I’ve reorganized the next few demos:
Feb 21:
Feb 23:
Feb 28:
Mar 2:
Paul Tschirhart
Erin Golub
Sean Arietta
Jiayuan Meng
If this is a problem, let me know!
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Assignment 3
• Go over it
• Groups will be assigned before C.O.B. today…
– Give your preferences on the forum!
– Feel free to augment these by saying what you like
about each idea
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Recap: Visibility Calculations
• Motivation: avoid rendering redundant geometry
– Huge speedup, especially for indoor environments
• Basic idea: don’t render what can’t be seen
– Off-screen: view-frustum culling
– Occluded by other objects: occlusion culling
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Recap: Potentially Visible Set
• Our goal: quickly eliminate large portions of the
scene which will not be visible in the final image
– Not the exact visibility solution, but a quick-and-dirty
conservative estimate of which primitives may be visible
• Z-buffer& clip this for the exact solution
– This conservative estimate is called the potentially
visible set or PVS
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Recap: Cells & Portals
• Occlusion culling technique specialized for architectural
models (buildings, cities, catacombs)
• These divide naturally into cells
– Rooms, alcoves, corridors…
• Transparent portals connect cells
– Doorways, entrances, windows…
• Notice: cells only see other cells through portals
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Cells & Portals
• Idea:
– Cells form the basic unit of PVS
– Create an adjacency graph of cells
– Starting with cell containing eyepoint, traverse graph,
rendering visible cells
– A cell is only visible if it can be seen through a
sequence of portals
• So cell visibility reduces to testing portal sequences for a
line of sight…
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Cells & Portals
E
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F
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Cells & Portals
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Cells & Portals
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Cells & Portals
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Cells & Portals
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Cells & Portals
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Cells & Portals
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Cells & Portals
• View-independent solution: find all cells a particular cell
could possibly see:
E
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F
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C can only see A, D, E, and H
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Cells & Portals
• View-independent solution: find all cells a particular cell
could possibly see:
E
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D
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F
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G
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H will never see F
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Cells and Portals
• Questions:
– How can we detect whether a given cell is visible from
a given viewpoint?
– How can we detect view-independent visibility between
cells?
• The key insight:
– These problems reduce to eye-portal and portal-portal
visibility
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Recap: “Luebke/Georges” algorithm
• Depth-first adjacency graph traversal
– Render cell containing viewer
– Treat portals as special polygons
• If portal is visible, render adjacent cell
• But clip to boundaries of portal!
• Recursively check portals in that cell against new clip
boundaries (and render)
– Each visible portal sequence amounts to a series of
nested portal boundaries
• Kept implicitly on recursion stack
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Recap: “Luebke/Georges” algorithm
• Recursively rendering cells while clipping to portal
boundaries is not new
– Visible-surface algorithm (Jones 1971):
general polygon-polygon clipping
• Elegant, expensive, complicated
– Conservative overestimate (pfPortals):
use portal’s cull box
• Cull box = x-y screenspace bounding box
• Cheap to compute, very cheap to intersect
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Recap: “Luebke/Georges” algorithm
• How badly does the cull box approximation
overestimate PVS?
• A: Not much for most architectural scenes
• Note: Can implement mirrors as portals with an
extra transformation!
– Some clipping & Z-buffering issues
– Must limit recursion
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Cells & Portals: Old Skool
• Show the
video…
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Creating Cells and Portals
• Given a model, how might you extract the
cells and portals?
– Airey: k-D tree (axis-aligned boxes)
– Teller: BSP tree (general convex cells)
– Luebke: modeler/level designer (arbitrary cells)
• Problems and issues
– Running time
– Free cells
– Intra-wall cells
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Cells and Portals: Discussion
• Good solution for most architectural models
– Use the simplest algorithm that suffices for
your needs:
• pfPortals-style algorithm: lightweight view-dependent
solution, reasonably tight PVS, no preprocess
necessary (except partition)
• Teller-style algorithm: even tighter PVS, somewhat
more complex, can provide view-independent solution
for prefetching
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General Occlusion Culling
• Clearly cells and portals don’t work for all models…
– Trees in a forest
– A crowded train station
• Other specialized visibility algorithms exist
– From colonoscopy to cityscapes…
• Need general occlusion culling algorithms:
– Aggregate occlusion
– Dynamic scenes
– Non-polygonal scenes
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Image-Space Occlusion Culling
• Many general occlusion culling algorithms use an
image-space approach
• Idea: solve visibility in 2D, on the image plane
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Hierarchical Z-Buffer
• Replace Z-buffer with a Z-pyramid
– Lowest level: full-resolution Z-buffer
– Higher levels: each pixel represents the max depth of
the four pixels “underneath” it
• Basic idea: hierarchical rasterization of the polygon,
with early termination where polygon is occluded
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Hierarchical Z-Buffer
• Idea: test polygon against highest level first
– If polygon is further than distance recorded in pixel,
stop—it’s occluded
– If polygon is closer, recursively check against next
lower level
– If polygon is visible at lowest level, set new distance
value and propagate up
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Hierarchical Z-Buffer
• Z-pyramid exploits image-space coherence:
– Polygon occluded in a pixel is probably occluded in
nearby pixels
• HZB also exploits object-space coherence
– Polygons near an occluded polygon are probably
occluded
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Hierarchical Z-Buffer
• Exploiting object-space coherence:
– Subdivide scene with an octree
– All geometry in an octree node is contained by a cube
– Before rendering the contents of a node, “test render”
the faces of its cube (i.e., query the Z-pyramid)
– If cube faces are occluded, ignore the entire node
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Hierarchical Z-Buffer
• HZB can exploit temporal coherence
– Most polygons affecting the Z-buffer last frame
will affect Z-buffer this frame
– HZB also operates at max efficiency when
Z-pyramid already built
• So start each frame by rendering octree nodes
visible last frame
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Hierarchical Z-Buffer: Discussion
• HZB needs hardware support to be really competitive
• Hardware vendors haven’t entirely bought in:
– Z-pyramid (and hierarchies in general) a pain in hardware
– Unpredictable Z-query times generate bubbles in rendering pipe
• But we’re getting there…
– ATI HyperZ
– Similar technology in NVIDIA
– Both “under the hood”, not exposed to programmer
• At the user level, hardware now supports occlusion queries
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Modern Occlusion Culling
• Support from hardware would be nice
– Want an “occlusion test”: would this polygon be visible if
I rendered it?
– How could you use such a test?
• Test portal polygons before rendering adjacent cell
• Test object bounding boxes before rendering object
– Yay! GL_HP_OCCLUSION_TEST extension
– Problems:
• CPU/GPU synchronization == bad
• Might want to know “how visible” is the polygon
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Modern Occlusion Culling
• GL_ARB_OCCLUSION_QUERY to the rescue
– Non-blocking query
• “Is this occlusion query done yet?”
• Multiple queries in flight
– Returns number of fragments visible
• Note: can actually render object or not
• Still lots of issues for efficient culling
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111 uses for Occlusion Queries
• Occlusion culling (duh)
• Others?
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Approximate culling
LOD size estimation
Lens flare effects
Transparency
Collision detection (!)
Convergence testing
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