A Study on the Efficient Occlusion Culling Using Z-Buffer and Simplified Model

Z-Buffer와 간략화된 모델을 이용한 효율적인 가려지는 물체 제거 기법(Occlusion Culling)에 관한 연구

  • 정성준 (쌍용정보통신 KCTC프로젝트팀) ;
  • 이규열 (서울대학교 조선해양공학과 및 해양시스템공학연구) ;
  • 최항순 (서울대학교 조선해양공학과 및 해양시스템공학연구) ;
  • 성우제 (서울대학교 조선해양공학과 및 해양시스템공학연구) ;
  • 조두연 (서울대학교 조선해양공학과 대학원)
  • Published : 2003.06.01

Abstract

For virtual reality, virtual manufacturing system, or simulation based design, we need to visualize very large and complex 3D models which are comprising of very large number of polygons. To overcome the limited hardware performance and to attain smooth realtime visualization, there have been many researches about algorithms which reduce the number of polygons to be processed by graphics hardware. One of these algorithms, occlusion culling is a method of rejecting the objects which are not visible because they are occluded by other objects, and then passing only the visible objects to graphics hardware. Existing occlusion culling algorithms have some shortcomings such as the required long preprocessing time, the limitation of occluder shape, or the need for special hardware implementation. In this study, an efficient occlusion culling algorithm is proposed. The proposed algorithm reads and analyzes Z-buffer of graphics hardware using Microsoft DirectX, and then determines each object's visibility. This proposed algorithm can speed up visualization by reading Z-buffer using DirectX which can access hardware directly compared to OpenGL, by reading only the region to which each object is projected instead of reading the whole Z-Buffer, and the proposed algorithm can perform more exact visibility test by using simplified model instead of using bounding box. For evaluation, the proposed algorithm was applied to very large polygonal models. And smooth realtime visualization was attained.

Keywords

References

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