Exploiting Hardware-Accelerated Occlusion Queries for Visibility Culling

Author(s):  
C.-K. HSU
Keyword(s):  
2014 ◽  
Vol 687-691 ◽  
pp. 1258-1261
Author(s):  
Jing Sun ◽  
Hong Tao Wang

With the development of computer graphics, real-time rendering-based VF: technology has been applied in more and more fields. LOD is the key technology in large-scale terrain rendering. In this paper, the basic concept of LOD is introduced briefly and some algorithms of LOD in use are mentioned and analyzed; secondly as one of algorithms of LOD, View-Dependent Progressive Mesh algorithm is studied and improved, the result of implementing the large-scale terrain’s LOD by using VDPM is presented. There are key technologies in LOD Large-scale terrain real-time rendering are researched. Relative technologies are presented such as: LOD of the terrain, visibility culling, and cracks eliminate, view-dependent refine, LOD error, technologies of texture etc. Using LOD technology, VR system can greatly reduce the; number of polygons produced in real-time rendering procedure. Finally, we do experimental design work based on the methods and techniques presented by this paper.


2019 ◽  
Vol 2019 ◽  
pp. 1-15
Author(s):  
Yangzi Dong ◽  
Chao Peng

Achieving the efficient rendering of a large animated crowd with realistic visual appearance is a challenging task when players interact with a complex game scene. We present a real-time crowd rendering system that efficiently manages multiple types of character data on the GPU and integrates seamlessly with level-of-detail and visibility culling techniques. The character data, including vertices, triangles, vertex normals, texture coordinates, skeletons, and skinning weights, are stored as either buffer objects or textures in accordance with their access requirements at the rendering stage. Our system preserves the view-dependent visual appearance of individual character instances in the crowd and is executed with a fine-grained parallelization scheme. We compare our approach with the existing crowd rendering techniques. The experimental results show that our approach achieves better rendering performance and visual quality. Our approach is able to render a large crowd composed of tens of thousands of animated instances in real time by managing each type of character data in a single buffer object.


2000 ◽  
Vol 32 (13) ◽  
pp. 773-783 ◽  
Author(s):  
C Andújar ◽  
C Saona-Vázquez ◽  
I Navazo
Keyword(s):  

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