平铺结构中的自适应分层可见性

Feng Xie, M. Shantz
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引用次数: 15

摘要

本文介绍了一种在平铺三维图形硬件结构中进行遮挡剔除的方法。自适应分层可见性(AHV)是一种简化的遮挡剔除方法,集成到硬件渲染的平铺架构中。AI-IV为每个贴图构建了一个多边形容器列表,其中容器按照深度或z的顺序进行分类。多边形容器从最靠近观察者的容器开始渲染。在渲染了一定数量的箱子之后,从迄今为止为渲染的箱子积累的z缓冲区构建一个单层的、分层的Zbuffer (HZ)。随后的箱子是通过首先测试它们的多边形来呈现的,看看它们是否被隐藏了。AHV在硬件上的实现要简单得多,并且提供的性能匹配或超过渐进式分层可见性(PHV)方法,后者更新每个渲染像素的HZ。结果表明,AI-IV在深度复杂度高、多边形小的场景中表现优异。对于范围广泛的统计数据,AHV与PHV的竞争令人惊讶。它在低成本硬件上为高深度复杂性场景提供了显著的性能改进。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adaptive hierarchical visibility in a tiled architecture
This paper describes a method for occlusion culling in a tiled 3D graphics hardware architecture. Adaptive hierarchical visibility (AHV) is a simplified method for occlusion culling that is integrated into a tiled architecture for hardware rendering. AI-IV constructs a list of polygon bins for each tile where the bins are bucket sorted in order of increasing depth or Z. Polygon bins are rendered starting with the bin closest to the viewer. After some number of bins are rendered, a one layer, hierarchical Zbuffer (HZ) is constructed from the Z-buffer thus far accumulated for the rendered bins. Subsequent bins are rendered by first testing their polygons against the HZ to see if they are hidden. AHV is far simpler to implement in hardware and gives performance that matches or surpasses progressive hierarchical visibility (PHV) methods which update the HZ for each rendered pixel. Results show that AI-IV is superior on scenes with high depth complexity and small polygons. For tiles of widely ranging statistics, AHV competes surprisingly well with PHV. It offers dramatic performance improvement on low cost hardware for scenes of high depth complexity.
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