Fast View Frustum Culling of Spatial Object by Analytical Bounding Bin
نویسندگان
چکیده
It is a common sense to apply the VFC (view frustum culling) of spatial object to bounding cube of the object in 3D graphics. The accuracy of VFC can not be guaranteed even in cube rotated three-dimensionally. In this paper is proposed a method which is able to carry out more precise and fast VFC of any spatial object in the image domain of cube by an analytic mapping, and is demonstrated the effect of the method for terrain block on global surface.
منابع مشابه
Optimized View Frustum Culling Algorithms
This paper presents new techniques for fast view frustum culling. View frustum cullers (VFCs) are typically used in virtual reality software, walkthrough algorithms, scene graph APIs or other 3D graphics applications. First we develop a fast basic VFC algorithm. Then we suggest and evaluate four further optimizations, which are independent of each other and works for all kinds of VFC algorithms...
متن کاملOptimized View Frustum Culling Algorithms for Bounding Boxes
This paper presents optimizations for faster view frustum culling (VFC) for axis aligned bounding box (AABB) and oriented bounding box (OBB) hierarchies. We exploit frame-to-frame coherency by caching and by comparing against previous distances and rotation angles. By using an octant test, we potentially halve the number of plane tests needed, and we also evaluate masking, which is a well-known...
متن کاملConservative From-Point Visibility
Visibility determination has been an important part of the computer graphics research for several decades. First studies of the visibility were hidden line removal algorithms, and later hidden surface removal algorithms. Today’s visibility determination is mainly concentrated on conservative, object level visibility determination techniques. Conservative methods are used to accelerate the rende...
متن کاملObscuration Culling on Parallel Graphics Architectures
Obscuration culling makes use of hierarchy information to accelerate rendering of geometric models. Given some sort of object hierarchy composed of bounding volumes it is possible to avoid transforming and rendering the contents of a volume if the volume itself lies outside the view frustum or is completely invisible when rendered against the current z-buffer. Using this idea in conjunction wit...
متن کاملInteractive RayTracing of Dynamic Scenes
Raytracing of dynamic scenes requires not only fast ray traversal, but also fast update of acceleration structures. Fast ray traversal is usually achieved through traversing several rays at once in a packet. Update of acceleration structure can be done by gradually refitting the structure or by rebuilding it from the scratch every frame. The latter approach puts no requirements on amount or beh...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- CoRR
دوره abs/1207.3899 شماره
صفحات -
تاریخ انتشار 2012