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This chapter delves into advanced occlusion culling techniques, focusing on image-space methods such as Hierarchical Z-Buffer (HZB) and Hierarchical Occlusion Maps (HOM). We explore the fundamental concepts of occlusion representation, the decision-making process of rendering or culling objects based on visibility, and the hierarchical structures that support efficient spatial queries. The text further discusses the implementation details, comparisons of algorithms, and practical optimizations that enhance rendering efficiency in dense scenes, providing a comprehensive overview of modern occlusion culling strategies.
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From-Point Occlusion Culling Chapter 23
Talk Outline • Image space methods • Hierarchical Z-Buffer • Hierarchical occlusion maps • Some other methods • Object space methods • General methods • Shadow frusta, BSP trees, temporal coherent visibility • Cells and portals
What Methods are Called Image-Space? • Those where the decision to cull or render is done after projection (in image space) Decision to cull Object space hierarchy View volume
Ingredients of an Image Space Method • An object space data structure that allows fast queries to the complex geometry Regular grid Space partitioning Hierarchical bounding volumes
An Image Space Representation of the Occlusion Information • Discrete • Z-hierarchy • Occlusion map hierarchy • Continuous • BSP tree • Image space extends
General Outline of Image Space Methods • During the in-order traversal of the scene hierarchy do: • compare each node against the view volume • if not culled, test node for occlusion • if still not culled, render objects/occluders augmenting the image space occlusion • Most often done in 2 passes • render occluders – create occlusion structure • traverse hierarchy and classify/render
Testing a Node for Occlusion • If the box representing a node is not visible then nothing in it is either • The faces of the box are projected onto the image plane and tested for occlusion occluder hierarchical representation
Testing a Node for Occlusion • If the box representing a node is not visible then nothing in it is either • The faces of the box are projected onto the image plane and tested for occlusion occluder hierarchical representation
Differences of Algorithms • The most important differences between the various approaches are: • the representation of the (augmented) occlusion in image space and, • the method of testing the hierarchy for occlusion
Hierarchical Z-Buffer (HZB) (Greene and Kass, SIG 93) • An extension of the Z-buffer VSD algorithm • It follows the outline described above • Scene is arranged into an octree which is traversed top-to-bottom and front-to-back • During rendering the Z-pyramid (the occlusion representation) is incrementally built • Octree nodes are compared against the Z-pyramid for occlusion
The Z-Pyramid • The content of the Z-buffer is the finest level in the pyramid • Coarser levels are created by grouping together four neighbouring pixels and keeping the largest z-value • The coarsest level is just one value corresponding to overall max z
The Z-Pyramid = furthest Objects are rendered = closer = closest Depth taken from the z-buffer Construct pyramid by taking max of each 4
Using The Z-Pyramid = furthest = closer = closest
Maintaining the Z-Pyramid • Ideally every time an object is rendered causing a change in the Z-buffer, this change is propagated through the pyramid • However this is not a practical approach
More Realistic Implementation • Make use of frame to frame coherence • at start of each frame render the nodes that were visible in previous frame • read the z-buffer and construct the z-pyramid • now traverse the octree using the z-pyramid for occlusion but without updating it
HZB: Discussion • It provides good acceleration in very dense scenes • Getting the necessary information from the Z-buffer is costly • A hardware modification was proposed for making it real-time
Hierarchical Occlusion Maps (Zhang et al, SIG 97) • Similar idea to HZB but • they separate the coverage information from the depth information, two data structures • hierarchical occlusion maps • depth (several proposals for this) • Two passes • render occluders and build HOM • render scene hierarchy using HOM to cull
What is the Occlusion Map Pyramid? • A hierarchy of occlusion maps (HOM) • At the finest level it’s just a bit map with • 1 where it is transparent and • 0 where it is opaque (ie occluded) • Higher levels are half the size in each dimension and store gray-scale values • Records average opacities for blocks of pixels • Represents occlusion at multiple resolutions
Occlusion Map Pyramid 64 x 64 32 x 32 16 x 16
How is the HOM Computed? • Clear the buffer to black • Render the occluders in pure white (no lighting, textures etc) • The contents of the buffer form the finest level of the HOM • Higher levels are created by recursive averaging (low-pass filtering) • Construction accelerated by hardware - bilinear interpolation or texture maps / mipmaps
Overlap Tests • To test if the projection of a polygon is occluded • find the finest-level of the pyramid whose pixel covers the image-space box of the polygon • if fully covered then continue with depth test • else descend down the pyramid until a decision can be made
Transformed view-frustum D. E. B. Image plane Bounding rectangle at farthest depth Image plane The plane Bounding rectangle at nearest depth Occluders The point with nearest depth Viewing direction B Viewing direction Occluders A This object passes the depth test A Resolving Depth Either: a single plane at furthest point of occluders Or: uniform subdivision of image with separate depth at each partition Or even: just the Z-buffer content
1 0 2 3 4 Aggressive Approximate Culling
HP Hardware implementation • Before rendering an object, scan-convert its bounding box • Special purpose hardware are used to determine if any of the covered pixels passed the z-test • If not the object is occluded
Read top half of the buffer to use as an occlusion map Project top of cell to image space Simplify projection to a line Test if any pixel along line is visible Simplified Occlusion Map
Discussion on Image Space • Advantages (not for all methods) • hardware acceleration • generality (anything that can be rendered can be used as an occluder) • robustness, ease of programming • option of approximate culling • Disadvantages • hardware requirements • overheads
Object Space Methods • Visibility culling with large occluders • Hudson et al, SoCG 97 • Bittner et al, CGI 98 • Coorg and Teller, SoCG 96 and I3D 97 • Cells and portals • Teller and Sequin, Siggraph 91 • Luebke and Georges, I3D 95
Occlusion Using Shadow Frusta(Hudson et al, SoCG 97) Occluder A Viewpoint B C
Assuming we can Find Good Occluders • For each frame • form shadow volumes from likely occluders • do view-volume cull and shadow-volume occlusion test in one pass across the spatial sub-division of the scene • each cell of the sub-division is tested for inclusion in view-volume and non-inclusion in each shadow volume
Occluder Test • Traverse the scene hierarchy top down • Overlap test (cell to shadow volume) is performed in 2D • when the hierarchy uses an axis-aligned scheme (eg kd-trees, bounding boxes etc) then a very efficient overlap test is presented
Occlusion Trees (Bittner et al, CGI 98) • Just as before • scene represented by a hierarchy (kd-tree) • for each viewpoint • select a set of potential occluders • compare the scene hierarchy for occlusion • However, unlike the previous method • the occlusion is accumulated into a binary tree • the scene hierarchy is compared for occlusion against the tree
Create shadow volume of occluder 1 out out out IN O3 Tree 1 O2 2 View point O1 2 O1 1
Insert occluder 2 and augment tree with its shadow volume out out out out IN IN O3 Tree 4 1 O2 2 View point O1 3 3 2 out O1 4 1 O2
And so on until all occluders are added out out out out out out 3 IN IN IN 4 O2 O3 Tree 4 1 O2 O4 2 View point O1 3 2 out O1 5 1 6 O3
Check occlusion of objects T1 and T2 by inserting them in tree out out out out out out 3 IN IN IN 4 O2 O3 Tree 4 1 O2 2 View point O1 3 2 out O1 T2 5 1 6 O3 T1
Occluder selection • This is a big issue relevant to most occlusion culling algorithms but particularly to the last two • At pre-processing • Identify likely occluders for a cell • they subtend a large solid-angle • Test likely occluders • use a sample of viewpoints and compute actual shadow volumes resulting • At run time • locate the viewpoint in the hierarchy and use the occluders associated with that node
Metric for Comparing Occluder Quality Occluder quality: (-A *(N • V)) / ||D||2 A : the occluder’s area N : normal V : viewing direction D : the distance between the viewpoint and the occluder center
Cells and Portals(Teller and Sequin, SIG 91) • Decompose space into convex cells • For each cell, identify its boundary edges into two sets: opaque or portal • Precompute visibility among cells • During viewing (eg, walkthrough phase), use the precomputed potentially visible polygon set (PVS) of each cell to speed-up rendering
S•L 0, L L S•R 0, R R Find_Visible_Cells(cell C, portal sequence P, visible cell set V) V=V C for each neighbor N of C for each portal p connecting C and N orient p from C to N P’ = P concatenate p if Stabbing_Line(P’) exists then Find_Visible_Cells (N, P’, V) Compute Cell Visible From EachCell Linear programming problem:
Eye-to-Cell Visibility • A cell is visible if • cell is in VV • all cells along stab tree are in VV • all portals along stab tree are in VV • sightline within VV exists through portals • The eye-to-cell visibility of any observer is a subset of the cell-to-cell visibility for the cell containing the observer
Instead of pre-processing all the PVS calculation, it is possible to use image-space portals to make the computation easier Can be used in a dynamic setting Image Space Cells and Portals (Luebke and Georges, I3D 95)
Discussion on Object Space • Visibility culling with large occluders • good for outdoor urban scenes where occluders are large and depth complexity can be very high • not good for general scenes with small occluders • Cells and portals • gives excellent results IF you can find the cells and portals • good for interior scenes • identifying cells and portals is often done by hand • General polygons models “leak”
Conclusion • There is a very large number of point-visibility algorithms • Image space are becoming more and more attractive • Specialised algorithms should be preferred if speed is most important factor