ABSTRACT
We present occlusion-switches for interactive visibility culling in complex 3D environments. An occlusion-switch consists of two GPUs (graphics processing units) and each GPU is used to either compute an occlusion representation or cull away primitives not visible from the current viewpoint. Moreover, we switch the roles of each GPU between successive frames. The visible primitives are rendered in parallel on a third GPU. We utilize frame-to-frame coherence to lower the communication overhead between different GPUs and improve the overall performance. The overall visibility culling algorithm is conservative up to image-space precision. This algorithm has been combined with levels-of-detail and implemented on three networked PCs, each consisting of a single GPU. We highlight its performance on complex environments composed of tens of millions of triangles. In practice, it is able to render these environments at interactive rates with little loss in image quality.
- AIREY, J., ROHLF, J., AND BROOKS, F. 1990. Towards image realism with interactive update rates in complex virtual building environments. In Symposium on Interactive 3D Graphics, 41--50. Google ScholarDigital Library
- BARTZ, D., MEIBNER, M., AND HUTTNER, T. 1999. Opengl assisted occlusion culling for large polygonal models. Computer and Graphics 23 , 3, 667--679.Google ScholarCross Ref
- BAXTER, B., SUD, A., GOVINDARAJU, N., AND MANOCHA, D. 2002. Gigawalk: Interactive walkthrough of complex 3d environments. Proc. of Eurographics Workshop on Rendering. Google ScholarDigital Library
- COHEN-OR, D., CHRYSANTHOU, Y., AND SILVA, C. 2001. A survey of visibility for walkthrough applications. SIGGRAPH Course Notes # 30. Google ScholarDigital Library
- COORG, S., AND TELLER, S. 1997. Real-time occlusion culling for models with large occluders. In Proc. of ACM Symposium on Interactive 3D Graphics. Google ScholarDigital Library
- DURAND, F., DRETTAKIS, G., THOLLOT, J., AND PUECH, C. 2000. Conservative visibility preprocessing using extended projections. Proc. of ACM SIGGRAPH, 239--248. Google ScholarDigital Library
- EL-SANA, J., SOKOLOVSKY, N., AND SILVA, C. 2001. Integrating occlusion culling with view-dependent rendering. Proc. of IEEE Visualization. Google ScholarDigital Library
- ERIKSON, C., MANOCHA, D., AND BAXTER, B. 2001. Hlods for fast display of large static and dynamic environments. Proc. of ACM Symposium on Interactive 3D Graphics. Google ScholarDigital Library
- GOVINDARAJU, N., LLOYD, B., YOON, S., SUD, A., AND MANOCHA, D. 2003. Interactive shadow generation in complex environments. Tech. rep., Department of Computer Science, University of North Carolina. Google ScholarDigital Library
- GREENE, N., KASS, M., AND MILLER, G. 1993. Hierarchical z-buffer visibility. In Proc. of ACM SIGGRAPH, 231--238. Google ScholarDigital Library
- GREENE, N. 2001. Occlusion culling with optimized hierarchical z-buffering. In ACM SIGGRAPH COURSE NOTES ON VISIBILITY, # 30. Google ScholarDigital Library
- HILLESL, K., SALOMON, B., LASTRA, A., AND MANOCHA, D. 2002. Fast and simple occlusion culling using hardware-based depth queries. Tech. Rep. TR02-039, Department of Computer Science, University of North Carolina.Google Scholar
- HUDSON, T., MANOCHA, D., COHEN, J., LIN, M., HOFF, K., AND ZHANG, H. 1997. Accelerated occlusion culling using shadow frusta. In Proc. of ACM Symposium on Computational Geometry, 1--10. Google ScholarDigital Library
- HUMPHREYS, G., ELDRIDGE, M., BUCK, I., STOLL, G., EVERETT, M., AND HANRAHAN, P. 2001. Wiregl: A scalable graphics system for clusters. Proc. of ACM SIGGRAPH. Google ScholarDigital Library
- JACOBSON, V. 1988. Congestion avoidance and control. Proc. of ACM SIGCOMM, 314--329. Google ScholarDigital Library
- KLOWOSKI, J., AND SILVA, C. 2000. The prioritized-layered projection algorithm for visible set estimation. IEEE Trans. on Visualization and Computer Graphics 6, 2, 108--123. Google ScholarDigital Library
- KLOWOSKI, J., AND SILVA, C. 2001. Efficient conservative visiblity culling using the prioritized-layered projection algorithm. IEEE Trans. on Visualization and Computer Graphics 7, 4, 365--379. Google ScholarDigital Library
- MEISSNER, M., BARTZ, D., HUTTNER, T., MULLER, G., AND EINIGHAMMER, J. 2002. Generation of subdivision hierarchies for efficient occlusion culling of large polygonal models. Computer and Graphics. Google ScholarDigital Library
- PARKER, S., MARTIC, W., SLOAN, P., SHIRLEY, P., SMITS, B., AND HANSEN, C. 1999. Interactive ray tracing. SYMPOSIUM ON INTERACTIVE 3D GRAPHICS. Google ScholarDigital Library
- SAMANTA, R., FUNKHOUSER, T., LI, K., AND SINGH, J. P. 2000. Hybrid sort-first and sort-last parallel rendering with a cluster of pcs. Eurographics/SIGGRAPH workshop on Graphics Hardware, 99--108. Google ScholarDigital Library
- SAMANTA, R., FUNKHOUSER, T., AND LI, K. 2001. Parallel rendering with k-way replication. IEEE Symposium on Parallel and Large-Data Visualization and Graphics. Google ScholarDigital Library
- SCHAUFLER, G., DORSEY, J., DECORET, X., AND SILLION, F. 2000. Conservative volumetric visibility with occluder fusion. Proc. of ACM SIGGRAPH, 229--238. Google ScholarDigital Library
- TELLER, S. J. 1992. Visibility Computations in Densely Occluded Polyheral Environments. PhD thesis, CS Division, UC Berkeley. Google ScholarDigital Library
- WALD, I., SLUSALLEK, P., AND BENTHIN, C. 2001. Interactive distributed ray-tracing of highly complex models. In Rendering Techniques, 274--285. Google ScholarDigital Library
- WONKA, P., WIMMER, M., AND SCHMALSTIEG, D. 2000. Visibility preprocessing with occluder fusion for urban walkthroughs. In Rendering Techniques, 71--82. Google ScholarDigital Library
- WONKA, P., WIMMER, M., AND SILLION, F. 2001. Instant visibility. In Proc. of Eurographics.Google ScholarCross Ref
- ZHANG, H., MANOCHA, D., HUDSON, T., AND HOFF, K. 1997. Visibility culling using hierarchical occlusion maps. Proc. of ACM SIGGRAPH. Google ScholarDigital Library
Index Terms
- Interactive visibility culling in complex environments using occlusion-switches
Recommendations
Interactive shadow generation in complex environments
SIGGRAPH '03: ACM SIGGRAPH 2003 PapersWe present a new algorithm for interactive generation of hard-edged, umbral shadows in complex environments with a moving light source. Our algorithm uses a hybrid approach that combines the image quality of object-precision methods with the ...
Interactive shadow generation in complex environments
We present a new algorithm for interactive generation of hard-edged, umbral shadows in complex environments with a moving light source. Our algorithm uses a hybrid approach that combines the image quality of object-precision methods with the ...
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
VIS '03: Proceedings of the 14th IEEE Visualization 2003 (VIS'03)This paper presents a novel algorithm combining view-dependent rendering and conservative occlusion culling for interactive display of complex environments. A vertex hierarchy of the entire scene is decomposed into a cluster hierarchy through a novel ...
Comments