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Visibility Culling

Visibility Culling. Roger A. Crawfis CIS 781 The Ohio State University. Interactive Frame Rates Are Difficult To Achieve. The Problem. Two keys for an interactive system Interactive rendering speed: too many polygons – difficult!!

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Visibility Culling

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  1. Visibility Culling Roger A. Crawfis CIS 781 The Ohio State University

  2. Interactive Frame Rates Are Difficult To Achieve

  3. The Problem • Two keys for an interactive system • Interactive rendering speed: too many polygons – difficult!! • Uniform frame rate: varied scene complexity – difficult!!

  4. Possible Solutions • Visibility Culling – back face culling, frustum culling, occlusion culling (might not be sufficient) • Levels of Detail (LOD) – hierarchical structures and choose one to satisfy the frame rate requirement

  5. LOD Selections How to pick the Optimal ones??!!

  6. Occlusion Culling • Hidden Surface Removal methods are not fast enough for massive models on current hardware • Occlusion Culling avoids rendering primitives that are occluded by another part of the scene • Occlusion Culling techniques are ideally output sensitive – runtime is proportional to the size of exact visibility set

  7. Related Work • Hierarchical Z-Buffer • Image space occlusion culling method [Greene’93] • Build a layered Z-pyramid with a different resolution of the Z-buffer at each level • Allows quick accept/reject • Hierarchical LODs • Simplification Culling : Approximate entire branch of the scene graph by an HLOD • Can we use HLODs as occluders/occludees?

  8. Visibility in Games • What do we need it for? • Increase of rendering speed by removing unseen scene data from the rendering pipeline as early as possible • Reduction of data transfers to the graphics hardware • Current games would not be possible without visibility calculations

  9. Visibility methods • 2 very different categories: • Visibility from a region (Portals, PVS) • (Quake, Unreal, Severance and co.) • Visibility from a point (Z-Buffer, BFC,...) • Racing games, outdoor scenes, sports games etc.

  10. Point-Visibility Occlusion • Traditionally used: • Back-Face culling • Z-Buffering • View frustum culling • Octree • Quadtree

  11. A PSX Example • Iron Soldier 3 on PSX: • View frustum culling based on a quad-tree • Back-face culling • Painters algorithm Only culling to the leftand right sides of theviewing frustum.

  12. New Occlusion Methods • Image-space occlusion culling • Hierarchical Z-Buffering • Hierarchical Occlusion Maps • Object-space occlusion culling • Hierarchical View Frustum culling • Hierarchical Back-Face culling

  13. Visibility Culling • We will look at these: • Hierarchical Back-face culling • View-frustum culling • Occlusion culling • Detail culling

  14. Hierarchical Back-Face Culling • Partitions each model into clusters • Primitives in one cluster are: • Facing into similar directions • Lie close to each other • If the cluster fails the visibility test, all primitives in this cluster are culled

  15. Hierarchical Back-Face Culling

  16. Normal Maps • Create a data structure that places each polygon in the space according to its normal direction. • Partition this space and then simply look at those partitions that might have visible polygons. phi theta

  17. Construct bounding • volumes (BVs) • Create hierarchy • BV/V-F intersection • tests View-Frustum Culling • Remove objects that are outside the viewing frustum Mostly done in “Application Stage”

  18. View-Frustum Culling • Culling against bounding volumes to save time • Bounding volumes – AABB, OBB, Spheres, etc. – easy to compute, as tight as possible Sphere OBB AABB

  19. View-Frustum Culling • Often done hierarchically to save time In-order, top-down traversal and test

  20. View-Frustum Culling • Two popular hierarchical data structures – BSP Tree and Octree Axis-Aligned BSP Polygon-Aligned BSP Intersecting?

  21. View-Frustum Culling • Octree • A parent has 8 childrens • Subdivide the space until the • number of primitives within • each leaf node is less than a • threshold • In-order, top-down traversal

  22. Hierarchical Z-Buffer • Z-Buffer is arranged in an image pyramid. • Scene is partitioned in an octree. • Octree nodes are tested against the Z-Pyramid where pixels have the same size. • Visible nodes serve as input for the next frame. • Relies on HW visibility query.

  23. HZB/Hierarchical occlusion maps

  24. Hierarchical occlusion maps • Potential occluders are pre-selected • These occluders are rendered to the occlusion map. The hierarchy can be built with MIP-Mapping HW • Depth test after occlusion test • Separate depth estimation buffer

  25. Hierarchical View Frustum Culling • Speeds up VFC by testing only 2 box corners of a bounding box first. • Plane coherency during frame advancing • Test against VF-octants. • BB-Child masking

  26. Detail Culling • A technique that sacrifices quality for speed • Base on the size of projected BV – if it is too small, discard it. • Also often done hierarchically. Always helps to create a hierarchical structure, or scene graph.

  27. Occlusion Culling • Discard objects that are occluded • Z-buffer is not the smartest algorithm in the world (particularly for high depth- complexity scenes) • We want to avoid the processing of invisible objects

  28. Occlusion Culling • G: input graphics data • Or: occlusion representation • The problem: • algorithms for isOccluded() • Fast update Or OcclusionCulling (G) Or = empty For each object g in G if (isOccluded(g, Or)) skip g else render (g) update (Or) end End

  29. Hierarchical Visibility • Object-space octree • Primitives in a octree node are hidden if the octree node (cube) is hidden • A octree cube is hidden if its 6 faces are hidden polygons • Hierarchical visibility test:

  30. Hierarchical Visibility (obj-sp.) From the root of octree: • View-frustum culling • Scan conversion each of the 6 faces and perform z-buffering • If all 6 faces are hidden, discard the entire node and sub-branches • Otherwise, render the primitives here and traverse the front-to-back children recursively A conservative algorithm – why?

  31. Hierarchical Visibility (obj-sp.) • Scan conversion the octree faces can be expensive – cover a large number of pixels (overhead) • How can we reduce the overhead? • Goal: quickly conclude that a large polygon is hidden • Method: use hierarchical z-buffer !

  32. Hierarchical Z-buffer An image-space approach • Create a Z-pyramid 1 value ¼ resolution ½ resolution Original Z-buffer

  33. 1 0 6 0 3 1 2 • 6 9 3 9 1 2 9 2 9 1 2 2 Hierarchical Z-buffer (2) Keep the maximum value

  34. Hierarchical Z-buffer update Visibility (OctreeNode N) if (isOccluded (N, Zp) then return; for each primitive p in N render and update Zp end for each child node C of N in front-to-back order Visibility ( C ) end

  35. Some Practical Issues • A fast software algorithm • Lack of hardware support • Scan conversion • Efficient query of if a polygon is visible (without render it) • Z feedback

  36. Combining with hardware • Utilizing frame-to-frame coherence • First frame – regular HZ algorithm (software) • Remember the visible octree nodes • Second frame (view changes slightly) • Render the previous visible nodes using OpenGL • Read back the Z-buffer and construct Z-pyramid • Perform regular HZ (software) • What about the third frame? • Utilizing hardware to perform rendering and Z-buffering – considerably faster

  37. Hierarchical Occlusion Map Zhang et al SIGGRAPH 98

  38. Basic Ideas • Choose a set of graphics objects from the scene as Occluders • Use the occluders to define an Occlusion Map (hierarchically) • Compare the rest of scene against the occlusion map

  39. Example Blue: Occluders Red: Occludees

  40. Occluder Viewing Frustum Occluder Rendering Database Culling Selection Build Occlusion Map Hierarchy Real Viewing Frustum Occlusion Test Scene Culling Algorithm Pipeline

  41. 2-Step Occlusion Test • Overlap Test • Overlap Test Overlap + Depth = Occlusion

  42. Why decomposition? • The occlusion test is done approximately (conservatively) • We can afford to be more conservative in depth test than overlap test

  43. Why Decomposition?

  44. Overlap Test – Occlusion Map • Representation of projection for overlap test: occlusion map • A gray scale image – each pixel represents one block of screen region • Generate by rendering occluders

  45. Occlusion Map (OM) • Each pixel of the occlusion map has an opacity, which represents the ratio of the sum of the opaque areas in the block to the total area. • If fully covered, p= 1, if anti-alised pixel, p <1) • Occlusion map: the alpha channel of an image

  46. Overlap Test using OM For each potential occludee, we can scan-convert it and compare against the opacity of the pixels it overlaps Expensive!! • Conservative Approximation: use the screen-space • bounding box of the occludee (a superset of the actual • covered pixels) • If all the pixels inside the bounding box are opaque, • the object is occluded.

  47. Hierarchical Occlusion Map Like hierarchical Z-buffer, we can create a hierachy to speed up the comparison (for large objects) The low resolution pixel is an average of the high resolution pixels

  48. Overlap Test using HOM Basic Algorithm • Start from the lowest resolution • If the pixel cover the bounding • rectangle has a value 1, • the object is occluded • Otherwise traverse down the • hierarchy: • If all children =1: occluded • If all children =0; not occluded • Otherwise, traverse down further

  49. Approximate Overlap Test • Instead of concluding an object is occluded only when the bounding box is within pixels with opacity 1, we can use an threshold between [0,1] • Early termination in the high level of the hierarchy • What does it mean when a block has high opacity but not one? This is the unique feature of HOM !!

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