z缓冲系统的有效遮挡剔除

Ned Greene
{"title":"z缓冲系统的有效遮挡剔除","authors":"Ned Greene","doi":"10.1109/CGI.1999.777917","DOIUrl":null,"url":null,"abstract":"In recent years the performance of z-buffer hardware has improved rapidly, enabling inexpensive accelerators to smoothly animate relatively simple scenes such as game environments. Although faster processors, buses, and rasterization hardware will gradually enable animation of increasingly complex scenes, it will be many years before very deeply occluded scenes can be rendered in real time with traditional z-buffer hardware.One approach to accelerating the rendering of complex scenes is occlusion culling, which refers to culling of occluded geometry early in the graphics pipeline in order to reduce the workload on transformation, rasterization, and shading hardware. In this talk I will discuss the general problem of occlusion culling, review my work on applying hierarchical methods to the problem, and then describe how these methods can be applied to accelerate hardware pipelines.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1999-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Efficient occlusion culling for z-buffer systems\",\"authors\":\"Ned Greene\",\"doi\":\"10.1109/CGI.1999.777917\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In recent years the performance of z-buffer hardware has improved rapidly, enabling inexpensive accelerators to smoothly animate relatively simple scenes such as game environments. Although faster processors, buses, and rasterization hardware will gradually enable animation of increasingly complex scenes, it will be many years before very deeply occluded scenes can be rendered in real time with traditional z-buffer hardware.One approach to accelerating the rendering of complex scenes is occlusion culling, which refers to culling of occluded geometry early in the graphics pipeline in order to reduce the workload on transformation, rasterization, and shading hardware. In this talk I will discuss the general problem of occlusion culling, review my work on applying hierarchical methods to the problem, and then describe how these methods can be applied to accelerate hardware pipelines.\",\"PeriodicalId\":165593,\"journal\":{\"name\":\"1999 Proceedings Computer Graphics International\",\"volume\":\"3 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1999-06-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"1999 Proceedings Computer Graphics International\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CGI.1999.777917\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"1999 Proceedings Computer Graphics International","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CGI.1999.777917","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

摘要

近年来,z-buffer硬件的性能得到了迅速的提高,使得便宜的加速器能够平滑地为相对简单的场景(如游戏环境)动画。尽管更快的处理器、总线和栅格化硬件将逐渐使越来越复杂的场景的动画化成为可能,但要用传统的z-buffer硬件实时渲染深度闭塞的场景,还需要很多年的时间。加速复杂场景渲染的一种方法是遮挡剔除,它指的是在图形管道的早期剔除遮挡几何,以减少转换,光栅化和着色硬件的工作量。在这次演讲中,我将讨论遮挡剔除的一般问题,回顾我在应用分层方法来解决这个问题方面的工作,然后描述如何应用这些方法来加速硬件管道。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient occlusion culling for z-buffer systems
In recent years the performance of z-buffer hardware has improved rapidly, enabling inexpensive accelerators to smoothly animate relatively simple scenes such as game environments. Although faster processors, buses, and rasterization hardware will gradually enable animation of increasingly complex scenes, it will be many years before very deeply occluded scenes can be rendered in real time with traditional z-buffer hardware.One approach to accelerating the rendering of complex scenes is occlusion culling, which refers to culling of occluded geometry early in the graphics pipeline in order to reduce the workload on transformation, rasterization, and shading hardware. In this talk I will discuss the general problem of occlusion culling, review my work on applying hierarchical methods to the problem, and then describe how these methods can be applied to accelerate hardware pipelines.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信