skip to main content
10.1145/1507149.1507176acmconferencesArticle/Chapter ViewAbstractPublication Pagesi3dConference Proceedingsconference-collections
research-article

Granular visibility queries on the GPU

Published:27 February 2009Publication History

ABSTRACT

Efficient visibility queries are key in many interactive rendering techniques, such as occlusion culling, level of detail determination, and perceptual rendering. The occlusion query mechanism natively supported by GPUs is carried out for batches of rendered geometry. In this paper, we present two novel ways of determining visibility by intelligently querying summed area tables and computing a variant of item buffers. This enables visibility queries of finer granularity, e.g., for sub-regions of objects and for instances created within a single draw call. Our method determines the visibility of a large number of objects simultaneously which can be used in geometry shaders to cull triangles, or to control the level of detail in geometry and pixel shaders under certain rendering scenarios. We demonstrate the benefits of our method with two different real-time rendering techniques.

Skip Supplemental Material Section

Supplemental Material

p161-engelhardt.mov

mov

29.8 MB

References

  1. Assarsson, U., Dougherty, M., Mounier, M., and Akenine-Möller, T. 2003. An Optimized Soft Shadow Volume Algorithm with Real-Time Performance. In HWWS '03: Proceedings of the conference on Graphics hardware, 33--40. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Bittner, J., and Wonka, P. 2003. Visibility in Computer Graphics. Environment and Planning B: Planning and Design 30, 5, 729--756.Google ScholarGoogle ScholarCross RefCross Ref
  3. Bittner, J., Wimmer, M., Piringer, H., and Purgathofer, W. 2004. Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful. Computer Graphics Forum 23, 3, 615--624.Google ScholarGoogle ScholarCross RefCross Ref
  4. Cohen-Or, D., Chrysanthou, Y. L., Silva, C. T., and Durand, F. 2003. A Survey of Visibility for Walkthrough Applications. IEEE Transactions on Visualization and Computer Graphics 09, 3, 412--431. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Crow, F. C. 1977. Shadow Algorithms for Computer Graphics. SIGGRAPH Comput. Graph. 11, 2, 242--248. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Décoret, X. 2005. N-Buffers for Efficient Depth Map Query. Computer Graphics Forum 24, 3.Google ScholarGoogle ScholarCross RefCross Ref
  7. Drettakis, G., Bonneel, N., Dachsbacher, C., Lefebvre, S., Schwarz, M., and Viaud-Delmon, I. 2007. An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking. In Rendering Techniques 2007 (Proceedings of the Eurographics Symposium on Rendering). Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Eisemann, E., and Décoret, X. 2006. Fast Scene Voxelization and Applications. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, ACM SIGGRAPH, 71--78. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Funkhouser, T., Teller, S., Squin, C., and Khorramabadi, D. 1996. The UC Berkeley System for Interactive Visualization of Large Architectural Models. In Presence: Journal of Virtual Reality and Teleoperators.Google ScholarGoogle ScholarCross RefCross Ref
  10. Greene, N., Kass, M., and Miller, G. 1993. Hierarchical Z-Buffer Visibility. In SIGGRAPH '93, 231--238. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Greene, N. 2001. Occlusion Culling with Optimized Hierarchical Buffering. In ACM SIGGRAPH Course Notes #30.Google ScholarGoogle Scholar
  12. Guthe, M., Balázs, A., and Klein, R. 2006. Near Optimal Hierarchical Culling: Performance Driven Use of Hardware Occlusion Queries. In Eurographics Symposium on Rendering 2006, T. Akenine-Möller and W. Heidrich, Eds. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Hensley J., Scheuermann T., S. M., and Lastra, A. 2005. Interactive Summed-Area Table Generation for Glossy Environmental Reflections. In ACM SIGGRAPH sketches, ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Klosowski, J. T., and Silva, C. T. 2000. The Prioritized-Layered Projection Algorithm for Visible Set Estimation. IEEE Transactions on Visualization and Computer Graphics 6, 2, 108--123. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Leyvand, T., Sorkine, O., and Cohen-Or, D. 2003. Ray Space Factorization for From-Region Visibility. ACM Trans. Graph. 22, 3, 595--604. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Lloyd, B., Wendt, J., Govindaraju, N., and Manocha, D. 2004. CC Shadow Volumes. In SIGGRAPH '04: ACM SIGGRAPH 2004 Sketches, 146. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Luebke, D., and Georges, C. 1995. Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets. In SI3D '95: Proceedings of the 1995 symposium on Interactive 3D graphics, 105--ff. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Mattausch, O., Bittner, J., and Wimmer, M. 2008. CHC++: Coherent Hierarchical Culling Revisited. Computer Graphics Forum (Proceedings Eurographics 2008) 27, 2 (Apr.), 221--230.Google ScholarGoogle Scholar
  19. Muchnick, S. S. 1997. Advanced Compiler Design and Implementation. Morgan Kaufmann, August. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. OpenGL Extension Registry, 2008. NV_conditional_render. http://www.opengl.org/registry/.Google ScholarGoogle Scholar
  21. Scheuermann, T., and Hensley, J. 2007. Efficient histogram generation using scattering on gpus. In I3D '07: Proceedings of the 2007 symposium on Interactive 3D graphics and games, 33--37. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Staneker, D., Bartz, D., and Meissner, M. 2003. Improving Occlusion Query Efficiency with Occupancy Maps. In PVG '03: Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics, 15--ff. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Wang, X., Tong, X., Lin, S., Hu, S.-M., Guo, B., and Shum, H.-Y. 2004. Generalized Displacement Maps. In Rendering Techniques, 227--234. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Yoon, S.-E., Salomon, B., and Manocha, D. 2003. Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments. In VIS '03: Proceedings of the 14th IEEE Visualization 2003 (VIS'03), 22. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Zhang, H., Manocha, D., Hudson, T., and Hoff, III, K. E. 1997. Visibility Culling using Hierarchical Occlusion Maps. In SIGGRAPH '97, 77--88. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Granular visibility queries on the GPU

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and games
        February 2009
        253 pages
        ISBN:9781605584294
        DOI:10.1145/1507149

        Copyright © 2009 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 27 February 2009

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate148of485submissions,31%

        Upcoming Conference

        I3D '24
        Symposium on Interactive 3D Graphics and Games
        May 8 - 10, 2024
        Philadelphia , PA , USA

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader