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US20010012018A1 - Occlusion culling for complex transparent scenes in computer generated graphics - Google Patents

Occlusion culling for complex transparent scenes in computer generated graphics
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Publication number
US20010012018A1
US20010012018A1US09/074,027US7402798AUS2001012018A1US 20010012018 A1US20010012018 A1US 20010012018A1US 7402798 AUS7402798 AUS 7402798AUS 2001012018 A1US2001012018 A1US 2001012018A1
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Prior art keywords
values
transparent
objects
scene
determining
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US09/074,027
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US6456285B2 (en
Inventor
Simon Hayhurst
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Microsoft Technology Licensing LLC
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Assigned to SILICON GRAPHICS, INC.reassignmentSILICON GRAPHICS, INC.ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: HAYHURST, SIMON
Publication of US20010012018A1publicationCriticalpatent/US20010012018A1/en
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Assigned to MICROSOFT CORPORATIONreassignmentMICROSOFT CORPORATIONASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: SILICON GRAPHICS, INC.
Assigned to MICROSOFT TECHNOLOGY LICENSING, LLCreassignmentMICROSOFT TECHNOLOGY LICENSING, LLCASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: MICROSOFT CORPORATION
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Abstract

A method of and apparatus for efficiently rendering a complex transparent scene. In furtherance of one embodiment of the present invention, the method comprises the step of determining a minimum number of overlapping translucent polygons required to substantially occlude an object or a surface in the scene; and culling away the object or the surface if the object is hidden behind more than the minimum number of overlapping polygons. Objectives of the present invention are achieved as processing efficiency is increased when substantially occluded objects are not further processed. In one embodiment of the invention, a Z-stack comprising a plurality of Z-maps is utilized to store depth information of potentially occluding polygons. A bounded volume approximation method may be used to determine the Z-values of the potentially occluding polygons to be stored in the Z-stack. Thereafter, potentially occluded polygons are tested against the Z-stack. Visibility is determined based on a comparison of the Z-values of the potentially occluded polygons and the Z-values in the Z-stack.

Description

Claims (22)

What is claimed is:
1. In a computer system, a method of efficiently rendering a complex scene, said complex scene including a plurality of objects, the method comprising the steps of:
a) designating a first set of said plurality of objects as potential occluders;
b) providing a first memory section for storing a first plurality of Z-values corresponding to a first depth-level of said first set; and
c) providing a second memory section for storing a second plurality of Z-values corresponding to a second depth-level of said first set,
wherein a single pixel corresponds to one of said first plurality of Z-values and to one of said second plurality of Z-values.
2. The method according to
claim 1
further comprising the steps of:
d) selecting one of said plurality of objects; and
e) determining whether said selected object is visible according to said second plurality of Z-values.
3. The method according to
claim 2
wherein said step (e) further comprises the steps of:
determining a third plurality of Z-values of said selected object; and
comparing said third plurality of Z-values with said second plurality of Z-values.
4. The method according to
claim 2
wherein said step (e) further comprises the steps of:
determining a bounding volume for said selected object;
determining a third plurality of Z-values corresponding to said bounding volume; and
comparing said third plurality of Z-values with said second plurality of Z-values.
5. The method according to
claim 2
further comprising the step of:
provided that said selected object is determined to be substantially occluded, discontinuing rendering of said selected object such that efficiency of rendering said complex scene is increased.
6. The method according to
claim 1
wherein said first set of said plurality of objects are selected according to visibility information determined in a previous frame.
7. In a computer system, a method of efficiently rendering a complex transparent scene, said complex transparent scene including a plurality of transparent objects, the method comprising the steps of:
a) designating a first set of said plurality of transparent objects as potential occluders and designating a second set of said plurality of transparent objects as potential occludees;
b) providing a first Z-map for storing a first plurality of Z-values corresponding to a first depth-level of said first set; and
c) providing a second Z-map for storing a second plurality of Z-values corresponding to a second depth-level of said first set, wherein a single pixel corresponds to one of said first plurality of Z-values and to one of said second plurality of Z-values.
8. The method according to
claim 7
further comprising the steps of:
determining a third plurality of Z-values for a selected transparent object of said second set;
determining a visibility of said selected transparent object according to said second plurality of Z-values and said third plurality of Z-values; and
provided said selected transparent object is determined to be occluded, removing said selected transparent object from further processing such that rendering efficiency of said complex transparent scene is increased.
9. The method according to
claim 7
further comprising the steps of:
determining a bounding volume for a selected transparent object of said second set; and
determining a visibility of a plurality of corners of said bounding volume;
provided said plurality of corners are determined to be occluded, performing a face visibility test for said selected transparent object.
10. The method according to
claim 9
further comprising the step of:
provided that said selected transparent object is determined to be occluded, removing said selected transparent object from further processing such that efficiency of rendering said complex transparent scene is increased.
11. The method according to
claim 7
wherein said first set of said plurality of transparent objects are selected based on visibility information determined in a previous frame.
12. The method according to
claim 11
further comprising the steps of:
maintaining a list of visible objects in a current frame; and
designating potential occluders in a next frame according to said list of visible objects.
13. A computer system comprising a processor coupled to a bus and a memory coupled to said bus wherein said memory contains instructions for implementing a method of efficiently rendering a complex transparent scene, said complex transparent scene including a plurality of transparent objects, the method comprising the steps of:
a) designating a first set of said plurality of transparent objects as potential occluders;
b) providing a first memory section for storing a first plurality of Z-values corresponding to a first depth-level of said first set; and
c) providing a second memory section for storing a second plurality of Z-values corresponding to a second depth-level of said first set,
wherein a single pixel corresponds to one of said first plurality of Z-values and to one of said second plurality of Z-values.
14. The computer system as described in
claim 13
wherein said method further comprises the steps of:
determining a visibility of a selected one of said plurality of transparent objects according to said second plurality of Z-values; and
provided that said selected transparent object is invisible, removing said selected transparent object from further processing such that rendering efficiency of said complex transparent scene is increased.
15. The computer system as described in
claim 13
wherein said method further comprises the steps of:
determining a bounding volume for a selected one of said plurality of transparent objects;
determining a visibility of a plurality of corners of said bounding volume; and
provided that said plurality of corners are determined to be invisible, performing a face visibility test on said selected transparent object.
16. The computer system as described in
claim 15
wherein said method further comprises the step of:
removing said selected transparent object from further processing provided that said one of said transparent object fails said face visibility test.
17. The computer system as described in
claim 15
wherein said method further comprises the step of:
maintaining a list of visible objects in a current frame; and
designating potential occluders in a next frame according to said list of visible objects.
18. A computer-usable medium having computer-readable program code embodied therein for causing a computer to perform a method of efficiently rendering a complex transparent scene, said complex transparent scene including a plurality of transparent objects, said method comprising the steps of:
a) designating a first set of said transparent objects as potential occluders;
b) providing a first memory section for storing a first plurality of Z-values corresponding to a first depth-level of said first set; and
c) providing a second memory section for storing a second plurality of Z-values corresponding to a second depth-level of said first set,
wherein a single pixel corresponds to one of said first plurality of Z-values and to one of said second plurality of Z-values.
19. The computer-usable medium as recited in
claim 18
wherein said method further comprises the steps of:
determining a visibility of a selected one of said plurality of transparent objects according to said second plurality of Z-values; and
provided that said selected transparent object is invisible, removing said transparent object from further processing such that rendering efficiency of said complex scene is increased.
20. The computer-usable medium as recited in
claim 18
wherein said method further comprises the steps of:
determining a bounding volume for a selected one of said plurality of transparent objects;
determining a visibility of a plurality of corners of said bounding volume; and
provided that said plurality of corners are determined to be invisible, performing a face visibility test on said selected transparent object.
21. The computer system as described in
claim 20
wherein said method further comprises the step of:
removing said selected transparent object from further processing provided that said selected transparent object fails said face visibility test.
22. The computer system as described in
claim 18
wherein said method further comprises the step of:
maintaining a list of visible objects in a current frame; and
designating potential occluders in a next frame according to said list of visible objects.
US09/074,0271998-05-061998-05-06Occlusion culling for complex transparent scenes in computer generated graphicsExpired - LifetimeUS6456285B2 (en)

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US09/074,027US6456285B2 (en)1998-05-061998-05-06Occlusion culling for complex transparent scenes in computer generated graphics

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