• Title/Summary/Keyword: Culling

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A View-Frustum Culling Technique Using OpenGL for Large Polygon Models (OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법)

  • Cho, Doo-Yeoun;Jung, Sung-Jun;Lee, Kyu-Yeul;Kim, Tae-Wan;Choi, Hang-Soon;Seong, Woo-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.55-60
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    • 2001
  • With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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Prism-based Mesh Culling Method for Effective Continuous Collision Detection (효율적인 연속 충돌감지를 위한 프리즘 기반의 메쉬 컬링 기법)

  • Woo, Byung-Kwang;You, Hyo-Sun;Choi, Yoo-Joo
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.1-11
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    • 2009
  • In this paper, we present a prism-based mesh culling method to improve effectiveness of continuous collision detection which is a major bottleneck in a simulation using polygonal mesh models. A prism is defined based on two matching triangles between a sequence of times m a polygonal model. In order to detect potential colliding set(PCS) of prism between two polygonal models in a unit time, we apply the visibility test based on the occlusion query to two sets of prisms which are defined from two polygonal models in a unit time. Moreover, we execute the narrow band culling based on SAT(Separating Axis Test) to define potential colliding prism pairs from PCS of prisms extracted as a result of the visibility test. In the SAT, we examine one axis to be perpendicular to a plane which divides a 3D space into two half spaces to include each prism. In the experiments, we applied the proposed culling method to pairs of polygonal models with the different size and compared the number of potential colliding prism pairs with the number of all possible prism pairs of two polygonal models. We also compared effectiveness and performance of the visibility test-based method with those of the SAT-based method as the second narrow band culling. In an experiment using two models to consist of 2916 and 2731 polygons, respectively, we got potential colliding prism pairs with 99 % of culling rate.

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An Effective Structure of Hardware Compression for Potentially Visible Set of Indoor 3D Game Scenes (실내 3D 게임 장면의 잠재적 가시 집합을 위한 효과적인 하드웨어 압축 구조)

  • Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.29-38
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    • 2014
  • In the large scale indoor 3D game scenes, the data amount of potentially visible set (PVS) which pre-computes the information of occlusion culling can be huge. However, the large part of them can be represented as zero. In this paper, the effective hardware structure is designed, which compresses PVS data as the way of zero run length encoding (ZRLE) during building the scene trees of 3D games in mobile environments. The compression ratio of the proposed structure and the rendering speed (frame per second: FPS) according to both PVS culling and frustum culling are analyzed under 3D game simulations.

An Efficient Algorithm for Real-Time 3D Terrain Walkthrough

  • Hesse, Michael;Gavrilova, Marina L.
    • International Journal of CAD/CAM
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    • v.3 no.1_2
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    • pp.111-117
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    • 2003
  • The paper presents an efficient algorithm based on ROAM for visualization of large scale terrain models in real-time. The quality and smoothness of the terrain data visualization within a 3D interactive environment is preserved, while the complexity of the algorithm is kept on a reasonable level. The main contribution of the paper is an introduction of a number of efficient techniques such as implicit coordinates method within the patch array representing ROAM and the viewpoint dependent triangle rendering method for dynamic level of detail (LOD) updates. In addition, the paper presents experimental comparison of a variety of culling techniques, including a newly introduced method: relational position culling. These techniques are incorporated in the visualization software, which allows to achieve more realistic terrain representation and the real-time level of detail reduction.

The Design of 1-pass Rendering Pipeline for Occlusion Culling (Occlusion Culling 처리를 위한 1-패스 렌더링 시스템 구조 설계)

  • Lee, Eun-Ji;Choi, Moon-Hee;Park, Woo-Chan;Kim, Shin-Dug
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.703-706
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    • 2002
  • 최근 컴퓨터 그래픽스 분야에서 보다 현실감 나는 영상을 제공하기 위해, 많은 기하로 구성될 뿐만 아니라 깊이 복잡도가 매우 높은 데이터가 요구되어지고 있다. 또한 기하학적으로 늘어나는 데이터를 실시간에 처리해 줄 수 있는 고성능의 렌더링 시스템에 대한 요구도 높아지고 있다. 이에 본 논문에서는 OpenGL 기반에서 occlusion culling을 1-패스에 처리하여 고성능을 보여주는 렌더링 구조를 제안한다. 이는 2-패스의 기존 구조에서 반복적으로 발생되는 불필요한 연산을 효과적으로 제거하여 성능을 높여주고 파워 소모도 최소로 하고 있다. 실험을 통해 제안 구조가 기존 구조에 비해 $1.2\sim1.5$배 성능 향상을 보임을 알 수 있었다.

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The impact of the duration of retained placenta on postpartum diseases and culling rates in dairy cows

  • Hur, Tai-Young;Jung, Young-Hun;Kang, Seog-Jin;Choe, Chang Yong;Kim, Ui-Hyung;Ryu, Il-Sun;Son, Dong-Soo;Park, Sung-Jai;Kim, Ill-Hwa
    • Korean Journal of Veterinary Research
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    • v.51 no.3
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    • pp.233-237
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    • 2011
  • The objective of this study was to evaluate the duration of retained placenta (RP) on postpartum diseases and culling in dairy cows. Data were collected from 456 Holstein cows between 2008 and 2010. RP (${\geq}$ 24 h after parturition) and postpartum diseases were diagnosed by farm managers and a veterinarian according to standardized definitions. The overall incidence rate of RP was 14.0%, and the incidence rate of RP with fourth and higher parity was two times that of cows having offspring for the first time. The duration of RP was 2 to 15 days with a mean of 6.8 days, except for cases of fourth and higher parity which had a mean of 10.5 days. A total of 63% of cows with RP had postpartum diseases. Among the cows diagnosed with RP, 23.4% developed metritis, and of those, 35.3% developed endometritis or pyometra. A total of 25% (n = 16) cows with RP were culled within 60 days in milk (DIM) and of those culled, 75% (n = 12) had postpartum diseases. These results suggest that RP increases the risk of postpartum diseases such as metritis and mastitis and is a culling hazard up to 60 DIM.

A Contribution Culling Method for Fast Rendering of Complex Urban Scenes (복잡한 도시장면의 고속 렌더링을 위한 기여도 컬링 기법)

  • Lee, Bum-Jong;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.43-52
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    • 2007
  • This article describes a new contribution culling method for fast rendering of complex huge urban scenes. A view frustum culling technique is used for fast rendering of complex scenes. To support the levels-of-detail, we subdivide the image regions and construct a weighted quadtree. Only visible objects at the current camera position contributes the current quadtree and the weight is assigned to each object in the quadtree. The weight is proportional to the image area of the projected object, so large buildings in the far distance are less likely to be culled out than small buildings in the near distance. The rendering time is nearly constant not depending on the number of visible objects. The proposed method has applied to a new metropolitan region which is currently under development. Experimental results showed that the rendering quality of the proposed method is barely distinguishable from the rendering quality of the original method, while the proposed method reduces the number of polygons by about 9%. Experimental results showed that the proposed rendering method is appropriate for real-time rendering applications of complex huge scenes.

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Relationship of dairy heifer reproduction with survival to first calving, milk yield and culling risk in the first lactation

  • Fodor, Istvan;Lang, Zsolt;Ozsvari, Laszlo
    • Asian-Australasian Journal of Animal Sciences
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    • v.33 no.8
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    • pp.1360-1368
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    • 2020
  • Objective: The aim of our study was to determine the associations of heifer reproductive performance with survival up to the first calving, first-lactation milk yield, and the probability of being culled within 50 days after first calving. Methods: Data from 33 large Holstein-Friesian commercial dairy herds were gathered from the official milk recording database in Hungary. The data of heifers first inseminated between January 1, 2011 and December 31, 2014 were analyzed retrospectively, using Cox proportional hazards models, competing risks models, multivariate linear and logistic mixed-effects models. Results: Heifers (n = 35,128) with younger age at conception were more likely to remain in the herd until calving, and each additional month in age at conception increased culling risk by 5.1%. Season of birth was related to first-lactation milk yield (MY1; n = 19,931), with cows born in autumn having the highest milk production (p<0.001). The highest MY1 was achieved by heifers that first calved between 22.00 and 25.99 months of age. Heifers that calved in autumn had the highest MY1, whereas calving in summer was related to the lowest milk production (p<0.001). The risk of culling within 50 days in milk in first lactation (n = 21,225) increased along with first calving age, e.g. heifers that first calved after 30 months of age were 5.52-times more likely to be culled compared to heifers that calved before 22 months of age (p<0.001). Calving difficulty was related to higher culling risk in early lactation (p<0.001). Heifers that required caesarean section were 24.01-times more likely to leave the herd within 50 days after first calving compared to heifers that needed no assistance (p<0.001). Conclusion: Reproductive performance of replacement heifers is closely linked to longevity and milk production in dairy herds.

A Study on the Object Search in 3D FPS Games Using Modified Frustum Culling (변형된 절두체 컬링을 이용한 3차원 FPS 게임에서의 오브젝트 탐색 연구)

  • Choi, Won-Tae;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.105-108
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    • 2007
  • A 3D game plays in fast screen conversion and the objects a partner with camera visual field. Shall recognize a threat of the opponent objects that there is not to a visual field of a player in on-line games. In this paper, we proposed a method to efficiently search for the object in 3D game as used modified frustum culling. For the objects which a player cannot perceive, we accord the player and camera position and used a distance of the player and objects for count of the threatening objects. The method that proposed will play an important role in development of a 3D FPS games.

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A Shadow Culling Algorithm for Interactive Ray Tracing (대화형 광선 추적법을 위한 그림자 컬링 알고리즘)

  • Nah, Jae-Ho;Park, Woo-Chan;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.179-189
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    • 2009
  • We present a novel shadow culling algorithm for interactive ray tracing. Our approach exploits frame-to-frame coherence instead of preprocessing of building shadow data, so this algorithm is suitable for dynamic ray raying. In this algorithm, shadow processing results are stored to each primitive and used in the next frames. We also present a novel occlusion testing method. This method corrects potential shadow errors in our culling algorithm and requires low overhead. Experiment results show that our algorithm reduced both the traversal cost by 7-19 percent and the intersection cost by 9-24 percent.

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