Visibility in Games - PowerPoint PPT Presentation

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Visibility in Games

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Hierarchical occlusion maps. Potential occluders are pre-selected. These ... Occlusion culling will gain importance. More OC will be implemented in hardware ... – PowerPoint PPT presentation

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Title: Visibility in Games


1
Visibility in Games
  • Harald Riegler

2
Visibility in Games
  • What do we need it for?
  • Increase of rendering speed by removing unseen
    scene data from the rendering pipeline as early
    as possible
  • Reduction of data transfers to the graphics
    hardware
  • Current games would not be possible without
    visibility calculations

3
Visibility methods
  • 2 very different categories
  • Visibility from a region (Portals, PVS)
  • (Quake, Unreal, Severance and co.)
  • Visibility from a point (Z-Buffer, BFC,...)
  • Racing games, outdoor scenes, sports games etc.
  • We will focus on Point-Visibility here

4
Traditional methods
  • Traditionally used
  • Back-Face culling
  • Z-Buffering
  • View frustum culling (Quad or Octtree)
  • New methods are slowly breaking into games

5
New scientific methods
  • Image-space occlusion culling
  • Hierarchical Z-Buffering
  • Hierarchical Occlusion Maps
  • Object-space occlusion culling
  • Hierarchical View Frustum culling
  • Hierarchical Back-Face culling
  • More methods in the paper

6
Hierarchical Z-Buffer
  • Z-Buffer is arranged in an image pyramid
  • Scene is partitioned in an oct-tree
  • Oct-tree nodes are tested against the Z-Pyramid
    where pixels have the same size
  • Visible nodes serve as input for the next frame
  • Relies on HW visibility query

7
HZB/Hierarchical occlusion maps
8
Hierarchical occlusion maps
  • Potential occluders are pre-selected
  • These occluders are rendered to the occlusion
    map. The hierarchy can be built with MIP-Mapping
    HW
  • Depth test after occlusion test
  • Seperate depth estimation buffer

9
Hierarchical View Frustum Culling
  • Speeds up VFC by testing only 2 box corners of a
    bounding box first.
  • Plane coherency during frame advancing
  • Test against VF-octants.
  • BB-Child masking

10
Hierarchical Back-Face Culling
  • Partitions each model into clusters
  • Primitives in one cluster are
  • Facing into similar directions
  • Lie close to each other
  • If the cluster fails the visibility test, all
    primitives in this cluster are culled

11
Hierarchical Back-Face Culling
12
The Real World (1)
  • Scientific approaches often too complicated
  • Science often uses models with hundreds of
    thousands of vertices, games dont. (LOD)
  • Game developers pick ideas from different
    algorithms
  • Research has impact on hardware design!

13
The Real World (2)
  • Parts of the HZB are used sometimes
  • Runtime-LOD is used as input for a simple HZB
  • VFC is almost always used.
  • HOM introduce too much overhead for games, and
    the z-buffer is there anyway
  • A simplified HBFC can be used

14
The Real World (3)
  • PSX-One doesnt even have a z-buffer
  • ATIs Radeon has parts of a HZB (Called Hyper-Z)
  • GForce2 only has a z-buffer
  • GForce3 similar to Radeon, but supports HZB
    visibility query
  • Dreamcasts Power-VR2 works pretty different
    (Infinite planes)

15
A PSX Example
  • Iron Soldier 3 on PSX
  • VFC based on a quad-tree
  • BFC
  • Painters algorithm

16
Conclusions (1)
  • Visibility algorithms are used in many different
    applications
  • Occlusion culling
  • Shadow calculations
  • Radiosity
  • Volumetric lights
  • All these fields benefit from advances in
    visibility techniques

17
Conclusion (2)
  • Occlusion culling will gain importance
  • More OC will be implemented in hardware
  • Discrepancies between science and gaming industry
    will alway exist due to different goals

18
Hope you enjoyed the ride!
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