Trim Regions for Online Computation of From-Region Potentially Visible Sets

P. Voglreiter, B. Kerbl, A. Weinrauch, J. H. Mueller, Thomas Neff, M. Steinberger, D. Schmalstieg
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引用次数: 1

Abstract

Visibility computation is a key element in computer graphics applications. More specifically, a from-region potentially visible set (PVS) is an established tool in rendering acceleration, but its high computational cost means a from-region PVS is almost always precomputed. Precomputation restricts the use of PVS to static scenes and leads to high storage cost, in particular, if we need fine-grained regions. For dynamic applications, such as streaming content over a variable-bandwidth network, online PVS computation with configurable region size is required. We address this need with trim regions, a new method for generating from-region PVS for arbitrary scenes in real time. Trim regions perform controlled erosion of object silhouettes in image space, implicitly applying the shrinking theorem known from previous work. Our algorithm is the first that applies automatic shrinking to unconstrained 3D scenes, including non-manifold meshes, and does so in real time using an efficient GPU execution model. We demonstrate that our algorithm generates a tight PVS for complex scenes and outperforms previous online methods for from-viewpoint and from-region PVS. It runs at 60 Hz for realistic game scenes consisting of millions of triangles and computes PVS with a tightness matching or surpassing existing approaches.
域外潜在可见集在线计算的修剪区域
可见性计算是计算机图形学应用中的一个关键因素。更具体地说,区域潜在可见集(from-region潜在可见集,PVS)是一种成熟的渲染加速工具,但其高昂的计算成本意味着区域潜在可见集几乎总是需要预先计算。预计算将pv的使用限制在静态场景中,并导致高存储成本,特别是当我们需要细粒度区域时。对于动态应用,例如在可变带宽网络上的流内容,需要具有可配置区域大小的在线pv计算。我们用修剪区域解决了这一需求,这是一种实时生成任意场景的区域pv的新方法。修剪区域在图像空间中执行对象轮廓的受控侵蚀,隐含地应用先前工作中已知的收缩定理。我们的算法是第一个将自动收缩应用于无约束的3D场景,包括非流形网格,并使用高效的GPU执行模型实时执行。我们证明了我们的算法生成了复杂场景的紧密PVS,并且优于以前的在线方法的视点和区域PVS。对于包含数百万个三角形的逼真游戏场景,它以60 Hz的频率运行,并以紧密匹配或超越现有方法的方式计算pv。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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