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Chapter 7 SpeedUp Techniques

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Shadow Culling. Hierarchical Z-Buffering and the Hierarchical Visibility Algorithm ... Shadow Culling. Impostors(Sprite) Nailboards. Hierarchical Image Caching ... – PowerPoint PPT presentation

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Title: Chapter 7 SpeedUp Techniques


1
Chapter 7Speed-Up Techniques
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  • ???

2
Culling Techniques
  • Backface and Clustered Culling
  • Hierarchical View-Frustum Culling
  • Portal Culling
  • Detail Culling
  • Occlusion Culling
  • Shadow Culling

3
Backface and Clustered Culling
Cross product
Dot product
4
Hierarchical View-Frustum Culling
BV(Boundary Volume) Tree
5
Hierarchical View-Frustum Culling
VB Tree
6
Hierarchical View-Frustum Culling
Axis Aligned BSP Tree
Polygon-Aligned BSP Tree
7
Portal Culling
Densely occluded architectural scene, this
algorithm was able to cull about 99 of the
geometry with a speed-up of over 100 times.
8
Detail Culling
  • Sacrifices quality for speed.

9
Occlusion Culling
Pseudo code for a general occlusion culling
algorithm
10
Occlusion Culling
  • Hierarchical Z-Buffering and the Hierarchical
    Visibility Algorithm
  • The HOM(Hierarchical Ocllusion map) algorithm
  • Hierarchical Polygon Tilling
  • Shadow Culling

11
Hierarchical Z-Buffering and the Hierarchical
Visibility Algorithm
The construction of quadtree(octree)
Hierarchical Z-buffer
12
Hierarchical Z-Buffering and the Hierarchical
Visibility Algorithm
13
Hierarchical Polygon Tilling
  • Only traverses regions of the screen where a
    polygon is visible or nearly visible.

14
The HOM(Hierarchical Ocllusion map) algorithm
Occlusion map(overlap test)
15
The HOM(Hierarchical Ocllusion map) algorithm
Z-depth test
16
Shadow Culling
17
Impostors(Sprite)
  • Nailboards
  • Hierarchical Image Caching

An impostor needs to be regenerated every time
Beta(tex), Beta(trans), Beta(size) is greater
than Beta(scr).
18
Nailboards
  • The nailboard texture image is an RGB image
    augmented with a parameter for each
    pixel, thus forming RGB Texture.
  • The stores the depth deviation from the
    nailboard polygon to the correct depth of the
    geometry that the nailboard represents

19
Level of Detail
  • Discrete Geometry LODs
  • Alpha LODs
  • Geomorph LODs
  • LOD management

20
Discrete Geometry LODs
21
Triangle Strips, Fans, and Meshes
  • Strips
  • Fans
  • Creating Strips
  • Polygon Meshes

22
Strips
23
Fans
24
Creating Strips
  • The SGI algorithm - Greedy algorithm
  • The STRIPE algorithm

doubling
patchification
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