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CS 551 / 645: Introductory Computer Graphics
General Occlusion Culling David Luebke /24/2019
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Administrivia Questions on assignment 4?
Class Thursday: guest lecture by Professor Brogan David Luebke /24/2019
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Recap: Cells & Portals An example: David Luebke /24/2019
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Recap: Cells & Portals A D E F B C G H A E B C D F G H
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Recap: Cells & Portals A D E F B C G H A E B C D F G H
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Recap: Cells & Portals A D E F B C G H A E B C D F G H
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Recap: Cells & Portals A D E F B C G H A E B C D F G H
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Recap: Cells & Portals A D E F B C G H A E B C D F G H
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Recap: Cells & Portals A D E ? F B C G H A E B C D F G ? H
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Recap: Cells & Portals A D E X F B C G H A E B C D F G X H
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Recap: Cells & Portals View-independent solution: find all cells a particular cell could possibly see: C can only see A, D, E, and H A D H F C B E G A D E H
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Recap: Cells and Portals
Good solution for most architectural or urban models Use the simplest algorithm that suffices for your needs: pfPortals-style algorithm: view-dependent solution, reasonably tight PVS, no preprocess necessary Teller-style algorithm: tighter PVS, somewhat more complex, can provide view-independent solution for prefetching David Luebke /24/2019
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General Occlusion Culling
When cells and portals don’t work… Trees in a forest A crowded train station Need general occlusion culling algorithms: Aggregate occlusion Dynamic scenes Non-polygonal scenes (?) David Luebke /24/2019
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General Occlusion Culling
I’ll discuss two algorithms: Hierarchical Z-Buffer Ned Greene, SIGGRAPH 93 Hierarchical Occlusion Maps Hansong Zhang, SIGGRAPH 97 David Luebke /24/2019
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Hierarchical Z-Buffer
Replace Z-buffer with a Z-pyramid Lowest level: full-resolution Z-buffer Higher levels: each pixel represents the maximum depth of the four pixels “underneath” it Basic idea: hierarchical rasterization of the polygon, with early termination where polygon is occluded David Luebke /24/2019
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Hierarchical Z-Buffer
Idea: test polygon against highest level first If polygon is further than distance recorded in pixel, stop--it’s occluded If polygon is closer, recursively check against next lower level If polygon is visible at lowest level, set new distance value and propagate up David Luebke /24/2019
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Hierarchical Z-Buffer
Z-pyramid exploits image-space coherence: Polygon occluded in a pixel is probably occluded in nearby pixels HZB also exploits object-space coherence Polygons near an occluded polygon are probably occluded David Luebke /24/2019
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Hierarchical Z-Buffer
Exploiting object-space coherence: Subdivide scene with an octree All geometry in an octree node is contained by a cube Before rendering the contents of a node, “render” the faces of its cube (query the Z-pyramid) If cube faces are occluded, ignore the entire node David Luebke /24/2019
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Hierarchical Z-Buffer
HZB can exploit temporal coherence Most polygons affecting the Z-buffer last frame will affect Z-buffer this frame HZB also operates at max efficiency when Z-pyramid already built So start each frame by rendering octree nodes visible last frame David Luebke /24/2019
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Hierarchical Z-Buffer: Discussion
HZB needs hardware support to be really competitive Hardware vendors haven’t bought in: Z-pyramid (and hierarchies in general) unfriendly to hardware Unpredictable Z-query times generate bubbles in rendering pipe But there is a promising trend… David Luebke /24/2019
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Hierarchical Z-Buffer
Hardware beginning to support Z-query operation Allows systems to exploit: Object-space coherence (bounding boxes) Temporal coherence (last-rendered list) Systems I’m aware of: HP Visualize-fx graphics SGI Visual Workstation products An aside: applies to cell-portal culling! David Luebke /24/2019
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Hierarchical Occlusion Maps
A more hardware-friendly general occlusion culling algorithm Two major differences from HZB: Separates occluders from occludees Decouples occlusion test into an depth test and a overlap test David Luebke /24/2019
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Hierarchical Occlusion Maps
Occluders versus occludees: Blue parts: occluders Red parts: occludees David Luebke /24/2019
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Hierarchical Occlusion Maps
Depth versus overlap: View Point Z X Y Depth + Overlap = Occlusion David Luebke /24/2019
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Hierarchical Occlusion Maps
Representation of projection for overlap test: occlusion map Corresponds to a screen subdivision Records average opacity per partition Generate by rendering occluders Record pixel opacities (== coverage) David Luebke /24/2019
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Occlusion Maps Rendered Image Occlusion Map David Luebke /24/2019
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Occlusion Map Pyramid 64 x 64 32 x 32 16 x 16 David Luebke /24/2019
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Occlusion Map Pyramid David Luebke /24/2019
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Occlusion Map Pyramid Analyzing cumulative projection:
A hierarchical occlusion map (HOM) Generate by recursive averaging (l.p.f.) Records average opacities for blocks of multiple pixels, representing occlusion at multiple resolutions Construction can be accelerated by texture hardware David Luebke /24/2019
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Overlap Tests Query: is projection of occludee inside cumulative projection of occluders? Cumulative projection: occlusion pyramid Ocludee projection: expensive in general Overestimate ocludee with 3-D bounding box Overestimate projection of 3-D bounding box with 2-D bounding rectangle in screen-space David Luebke /24/2019
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Overlap Tests Hierarchical structure enables some optimizations:
Predictive rejection Terminate test when it must fail later Conservative rejection The transparency threshold Aggressive Approximate Culling Ignore objects barely visible through holes The opacity threshold David Luebke /24/2019
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Aggressive Approximate Culling
1 2 3 4 David Luebke /24/2019
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Hierarchical Occlusion Maps
Not discussed here: Depth test Depth estimation buffer Modified Z-buffer Selecting occluders For more details, see attached excerpt from Hansong Zhang’s dissertation David Luebke /24/2019
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HOM: Discussion Provides a robust, general, hardware-friendly occlusion culling algorithm Supports dynamic scenes Supports non-polygonal geometry Not many hardware assumptions David Luebke /24/2019
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HOM: Discussion Efficient coding, careful tuning a must
Fairly high per-frame overhead Needs high depth complexity, good occluder selection to be worthwhile UNC’s MMR system: HOM used maybe 5% of the time David Luebke /24/2019
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Visibility Culling: Discussion
When is visibility culling worthwhile? When scene has high depth complexity Examples: architectural walkthroughs, complex CAD assemblies, dense forest Non-examples: terrain, single highly-tesselated object (e.g., a radiositized room) David Luebke /24/2019
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Visibility Culling: Discussion
How does visibility culling compare to: Level-of-detail: Reduces geometry processing Helps transform-bound apps Visibility culling: Reduces geometry and pixel processing Helps transform- and fill rate-bound apps Texture / Image representations: Incurs texture/image processing costs David Luebke /24/2019
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Visibility Culling: Discussion
How does visibility culling interact with level of detail? Fairly seamless integration; generally a win One issue: visibility of simplified model may differ from original model; requires some care LODs can speed up occluder selection and rendering David Luebke /24/2019
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Visibility Culling: Discussion
How does visibility culling interact with texture and image-based representations? Texture/image reps generally replace far-field geometry Involves an implicit occlusion culling step Reduces scene depth complexity, decreasing the utility of visibility culling If near-field geometry still includes complex heavily-occlusive assemblies, still a win David Luebke /24/2019
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Visibility Culling: Discussion
How much culling effort is appropriate? Cells and portals: relatively cheap, with large potential speedups Hierarchical occlusion maps: relatively costly, carefully weigh potential gains Multiple processors allow much more aggressive culling calculation Pipelining culling calculations, Performer-style, lets cull time = render time Tradeoff: one frame increased latency David Luebke /24/2019
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Summary The basic, very powerful idea:
Rapidly compute a potentially visible set Let hardware handle the rest For many scenes, visibility culling is a simple way to get huge speedups View-frustum culling always a must For scenes with high depth complexity, occlusion culling can be a big win David Luebke /24/2019
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Summary Architectural models: visibility is practically a solved problem Cells and portals work well Cull-box portal culling: simple, fast Line-stabbing: elegant, powerful David Luebke /24/2019
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Summary Occlusion culling of general models: still a largely open problem Important issues: Dynamic scenes Aggregate occlusion effects David Luebke /24/2019
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Summary General occlusion culling algorithms: Hierarchical Z-buffer:
A simple, truly elegant algorithm But doesn’t seem amenable to hardware Hierarchical occlusion maps: More complicated, difficult to code & tune Better suited to current hardware Lends itself well to aggressive culling Fairly high overhead, only worthwhile with high depth complexity David Luebke /24/2019
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The End Questions? David Luebke /24/2019
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