Hierarchical Occluders for Interactive Rendering of Large Models
Project Update 1
Project Update 2
Final Presentation
Final Report
Goal
I plan to determine a heirarchy of occluders for use in Occlusion Culling,
and incorporate it into the present interactive walkthru system developed
at UNC. The final goal is to incorporate a form of hierarchical Z-buffers
with an HLOD system.
Motivation
A large portion of the time in rendering a scene is spent on determining
the visibility. Simple hardware based z-buffer tests do not suffice for
rendering large models in real time. Several methods exist for speeding
up the rendering by quickly determining the visibility information. Hierarchical
Occlusion along with LOD rendering techniques offer scope for achieving
interactive rates on large models.
Personal Interest
I like working on geomteric problems and interactive graphics. This project
also blends well with my current research interests.
Previous Work
Many recent methods try to exploit object-space, image-space and temporal
coherence for accelerating visiblity computations. Some methods :
Greene et al proposed the Heirarchical Z-Buffer Visibility algorithm
that maintains the scenemodel in an
octreeand the z-buffer in an image pyramid.
Zhang and Manocha compute a Hierarchical Occlusion Map of foreground
occluders and use that for culling during rendering.
Erikson and Manocha compute HLOD for nodes in the scene graph and use
them for simplification culling - ie ignore portions o the scene grpah
by using HLODs. This speeds up rendering, however HLODs are not an accurate
estimate for determining occluders.
Demonstration
The Power Plant model (~15 million triangles) at 20fps and then attack
the Double Eagle model (~80 million traingles)