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Advanced

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Advanced Scene Management * * This is a game-type-oriented issue Bounding Volume Hierarchies (BVHs) Binary space partition trees (BSP Trees) Quake Octree PVS ... – PowerPoint PPT presentation

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Title: Advanced


1
Advanced Scene Management
2
Advanced Scene Graphs
  • This is a game-type-oriented issue
  • Bounding Volume Hierarchies (BVHs)
  • Binary space partition trees (BSP Trees)
  • Quake
  • Octree
  • PVS (Potentially visible set)
  • Culling Skills

3
Bounding Volume Hierarchies (BVHs)
  • Hierarchical structure of bounding spheres

R
B
4
BSP Tree
  • Two varients
  • Axis-aligned
  • Polygon-aligned
  • The trees are created by using a plane to divide
    the space into two, and then sorting the geometry
    into two spaces.

5
Axis-aligned BSP Tree
0
plane0
2
plane3
1
plane2
plane1
3
6
Polygon-aligned BSP Tree
A
F
C
G
B
A
B
C
D
E
D
F
G
E
7
Why BSP Tree ?
  • Quickly to identify where you are
  • BSP Sorting
  • Need a pre-processor to generate the PVS
  • Visibility culling occlusion culling
  • PVS Potentially Visible Set
  • Optimized for in-door game environment
  • Fuch80
  • Fuchs, H.,
  • On Visible Surface Generation by a Priori Tree
    Structures,
  • Computer Graphics, 14, 124-33, (Proc.
    SIGGRAPH80)

8
Octree Quadtree
  • Octree
  • Similar to axis-aligned BSP tree
  • A box is split simultaneously along all three
    axes
  • The split point must be the center of the box
  • This creates eight new smaller boxes
  • Quadtree is the 2D version of octree

9
Quadtree - Example
10
Octree Some Discussion
  • Data structure coherence
  • Apply visibility culling from parents
  • Split or not split ?
  • Outdoor game scene ?

11
Culling (1/2)
  • Culling means remove from a flock
  • Visibility culling
  • Remove the object not in view frustum
  • A must for game engine
  • Backface culling
  • Remove the polygons facing away from camera
  • Hardware standard
  • Occlusion culling
  • Remove the objects hidden by the others

12
Culling (2/2)
View frustum
Occlusion culling
eye
Visibility culling
Backface culling
13
BSP Implementation
  • A Pre-processor
  • Space partition the scene data from artist
  • Generate the BSP data structure
  • Generate the PVS
  • BSP Walk Through
  • Identify the room where you are
  • Show/hide the rooms according to the PVS

14
BSP Preprocessor (1/2)
  • Input
  • A scene from artist
  • Cutting planes (optional)
  • Can be procedurally generated by algorithm
  • Cutting policy
  • Split or not split
  • Ray casting resolution for PVS
  • Output
  • A BSP file
  • BSP Tree
  • PVS
  • Geometry Data

15
BSP Preprocessor (2/2)
  • Process
  • Generate the BSP tree according to the cutting
    policy
  • Split or sort the geometry into BSP room (leaves)
  • For each room, perform ray casting for all
    rooms to generate the possible visible room set
  • 3D
  • Time consuming
  • Pre-processing process (can be done off-line)

16
BSP Challenges
  • Effectiveness of PVS
  • Data set
  • Dynamic Objects
  • Room size
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