Title of article
Dynamic scene occlusion culling
Author/Authors
Sudarsky، نويسنده , , O.، نويسنده , , Craig Gotsman، نويسنده , , C.، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 1999
Pages
17
From page
13
To page
29
Abstract
Large, complex 3D scenes are best rendered in an output-sensitive way, i.e., in time largely independent of the entire scene
model’s complexity. Occlusion culling is one of the key techniques for output-sensitive rendering. We generalize existing occlusion culling
algorithms, intended for static scenes, to handle dynamic scenes having numerous moving objects. The data structure used by an
occlusion culling method is updated to reflect the objects’ possible positions.To avoid updating the structure for every dynamic object at
each frame, a temporal bounding volume (TBV) is created for each occluded dynamic object, using some known constraints on the
object’s motion. The TBV is inserted into the structure instead of the object. Subsequently, the object is ignored as long as the TBV is
occluded and guaranteed to contain the object. The generalized algorithms’ rendering time is linearly affected only by the scene’s visible
parts, not by hidden parts or by occluded dynamic objects. Our techniques also save communications in distributed graphic systems,
e.g., multiuser virtual environments, by eliminating update messages for hidden dynamic objects. We demonstrate the adaptation of two
occlusion culling algorithms to dynamic scenes: hierarchical Z-buffering and BSP tree projection.
Keywords
dynamic scenes , distributed multiuser virtual environments , BSP tree. , octrees , Occlusion culling , hierarchical Z-buffer
Journal title
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Serial Year
1999
Journal title
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Record number
401630
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