Integrating occlusion culling and levels of detail through hardly-visible sets

Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the handling of very large models in real-time visualization applications. We present a framework to combine both techniques that improves rendering times. Classical occlusion culling algorithms compute p...

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Detalles Bibliográficos
Autores: Andújar Gran, Carlos Antonio|||0000-0002-8480-4713, Saona Vázquez, Carlos Luis, Navazo Álvaro, Isabel|||0000-0001-6298-1463, Brunet Crosa, Pere|||0000-0001-8406-1975
Tipo de recurso: informe técnico
Fecha de publicación:2000
País:España
Institución:Universitat Politècnica de Catalunya (UPC)
Repositorio:UPCommons. Portal del coneixement obert de la UPC
Idioma:inglés
OAI Identifier:oai:upcommons.upc.edu:2117/95859
Acceso en línea:https://hdl.handle.net/2117/95859
Access Level:acceso abierto
Palabra clave:Occlusion culling
Level-of-detail rendering
Real time visualization
Potentially visible sets
PVS
Hardly-visible sets
HVS
Àrees temàtiques de la UPC::Informàtica::Infografia
Descripción
Sumario:Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the handling of very large models in real-time visualization applications. We present a framework to combine both techniques that improves rendering times. Classical occlusion culling algorithms compute potentially visible sets (PVS), overestimations of the sets of visible polygons. The novelty of our approach is to estimate the degree of visibility of each object of the PVS using different level-of-detail for the occluders. This allows to arrange the objects of each PVS into several Hardly-Visible Sets (HVS) by similar occlusion percentage. According to image accuracy and frame ratio requirements, HVS provide a way to avoid sending to the graphics pipeline those objects whose pixel contribution is low due to partial occlusion. The image loss can be bounded by the user at navigation time. On the other hand, as HVS offers a tighter estimation of the pixel contribution for each scene object it can be used for a more convenient selection of the level-of-detail at which objects are rendered. In this paper, we describe the new framework technique, provide details of its implementation using a visibility octree as the chosen occlusion culling data structure and show some experimental results on the image quality.