Skip to main content

Culling an Object Hierarchy to a Frustum Hierarchy

  • Conference paper
Computer Vision, Graphics and Image Processing

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 4338))

  • 1894 Accesses

Abstract

Visibility culling of a scene is a crucial stage for interactive graphics applications, particularly for scenes with thousands of objects. The culling time must be small for it to be effective. A hierarchical representation of the scene is used for efficient culling tests. However, when there are multiple view frustums (as in a tiled display wall), visibility culling time becomes substantial and cannot be hidden by pipelining it with other stages of rendering. In this paper, we address the problem of culling an object to a hierarchically organized set of frustums, such as those found in tiled displays and shadow volume computation. We present an adaptive algorithm to unfold the twin hierarchies at every stage in the culling procedure. Our algorithm computes from-point visibility and is conservative. The precomputation required is minimal, allowing our approach to be applied for dynamic scenes as well. We show performance of our technique over different variants of culling a scene to multiple frustums. We also show results for dynamic scenes.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. Assarsson, U., Möller, T.: Optimized View Frustum Culling Algorithms for Bounding Boxes. Journal of Graphics Tools: JGT 5, 9–22 (2000)

    Google Scholar 

  2. Bittner, J., Wimmer, M., Piringer, H., Purgathofer, W.: Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful. Comput. Graph. Forum 23, 615–624 (2004)

    Article  Google Scholar 

  3. Cruz-Neira, C., Sandin, D.J., DeFanti, T.A.: Surround-screen projection-based virtual reality: the design and implementation of the CAVE. In: SIGGRAPH (1993)

    Google Scholar 

  4. Hudson, T., Manocha, D., Cohen, J., Lin, M., Hoff, K., Zhang, H.: Accelerated occlusion culling using shadow frusta. In: Symposium on Computational geometry (1997)

    Google Scholar 

  5. Raskar, R., Brown, M.S., Yang, R., Chen, W.C., Welch, G., Towles, H., Seales, W.B., Fuchs, H.: Multi-projector displays using camera-based registration. In: IEEE Visualization, pp. 161–168 (1999)

    Google Scholar 

  6. Teller, S.J., Sequin, C.H.: Visibility preprocessing for interactive walkthroughs. In: SIGGRAPH (1991)

    Google Scholar 

  7. Airey, J.M.: Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations. PhD thesis, Director-Frederick P. Brooks, Jr. (1990)

    Google Scholar 

  8. Airey, J.M., Rohlf, J.H., Frederick, P., Brooks, J.: Towards image realism with interactive update rates in complex virtual building environments. In: Symposium on Interactive 3D graphics (1990)

    Google Scholar 

  9. Nirnimesh, N.P.J.: Scalable, Tiled Display Wall for Graphics using a Coordinated Cluster of PCs. In: 14th Pacific Conference on Computer Graphics and Applications (Pacific Graphics) (2006)

    Google Scholar 

  10. Burns, D., Osfield, R.: OpenSceneGraph A: Introduction, B: Examples and Applications. In: IEEE Virtual Reality Conference (2004)

    Google Scholar 

  11. Funkhouser, T.A.: Database Management for Interactive Display of Large Architectural Models. In: Graphics Interface (1996)

    Google Scholar 

  12. Aliaga, D.G., Cohen, J., Wilson, A., Baker, E., Zhang, H., Erikson, C., III, K.E.H., Hudson, T., Stürzlinger, W., Bastos, R., Whitton, M.C., Jr., F.P.B., Manocha, D.: MMR: an interactive massive model rendering system using geometric and image-based acceleration. In: Symposium on Interactive 3D Graphics. (1999)

    Google Scholar 

  13. Corrêa, W.T., Klosowski, J.T., Silva, C.T.: Visibility-Based Prefetching for Interactive Out-Of-Core Rendering. In: IEEE Symposium on Parallel and Large-Data Visualization and Graphics (2003)

    Google Scholar 

  14. Klosowski, J.T., Silva, C.T.: The Prioritized-Layered Projection Algorithm for Visible Set Estimation. IEEE Trans. Vis. Comput. Graph. 6, 108–123 (2000)

    Article  Google Scholar 

  15. Slater, M., Chrysanthou, Y.: View volume culling using a probabilistic caching scheme. In: Virtual Reality Software and Technology (1997)

    Google Scholar 

  16. Sutherland, I.E., Sproull, R.F., Schumacker, R.A.: A characterization of ten hidden-surface algorithms. ACM Comput. Surv. 6, 1–55 (1974)

    Article  MATH  Google Scholar 

  17. Cohen-Or, D., Chrysanthou, Y., Silva, C.T., Durand, F.: A survey of visibility for walkthrough applications. IEEE Trans. Vis. Comput. Graph. 9, 412–431 (2003)

    Article  Google Scholar 

  18. Durand, F.: 3D Visibility: analytical study and applications. PhD thesis, Université Joseph Fourier, Grenoble I (1999)

    Google Scholar 

  19. Clark, J.H.: Hierarchical Geometric Models for Visible Surface Algorithms. Commun. ACM 19, 547–554 (1976)

    Article  MATH  Google Scholar 

  20. Funkhouser, T.A., Séquin, C.H., Teller, S.J.: Management of large amounts of data in interactive building walkthroughs. In: Symposium on Interactive 3D Graphics (1992)

    Google Scholar 

  21. Assarsson, U., Möller, T.: Optimized View Frustum Culling Algorithms. Technical Report 99–3, Department of Computer Engineering, Chalmers University of Technology (1999)

    Google Scholar 

  22. Zhang, H., Manocha, D., Hudson, T., Kenneth, E., Hoff, I.: Visibility culling using hierarchical occlusion maps. In: SIGGRAPH (1997)

    Google Scholar 

  23. Rohlf, J., Helman, J.: IRIS Performer: a high performance multiprocessing toolkit for real-time 3D graphics. In: SIGGRAPH (1994)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2006 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Nirnimesh, Harish, P., Narayanan, P.J. (2006). Culling an Object Hierarchy to a Frustum Hierarchy. In: Kalra, P.K., Peleg, S. (eds) Computer Vision, Graphics and Image Processing. Lecture Notes in Computer Science, vol 4338. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11949619_23

Download citation

  • DOI: https://doi.org/10.1007/11949619_23

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-68301-8

  • Online ISBN: 978-3-540-68302-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics