occlusion-culling

State of the art Culling and Batching techniques in rendering

情到浓时终转凉″ 提交于 2019-12-20 11:07:04
问题 I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through

What is the fastest shadowing algorithm (CPU only)?

旧城冷巷雨未停 提交于 2019-12-20 03:16:31
问题 Suppose I have a 3D model: The model is given in the form of vertices, faces (all triangles) and normal vectors. The model may have holes and/or transparent parts. For an arbitrarily placed light source at infinity, I have to determine: [ required ] which triangles are (partially) shadowed by other triangles Then, for the partially shadowed triangles: [ bonus ] what fraction of the area of the triangle is shadowed [ superbonus ] come up with a new mesh that describe the shape of the shadows

What is the fastest shadowing algorithm (CPU only)?

时光毁灭记忆、已成空白 提交于 2019-12-20 03:16:19
问题 Suppose I have a 3D model: The model is given in the form of vertices, faces (all triangles) and normal vectors. The model may have holes and/or transparent parts. For an arbitrarily placed light source at infinity, I have to determine: [ required ] which triangles are (partially) shadowed by other triangles Then, for the partially shadowed triangles: [ bonus ] what fraction of the area of the triangle is shadowed [ superbonus ] come up with a new mesh that describe the shape of the shadows

Extracting View Frustum Planes (Hartmann & Gribbs method)

丶灬走出姿态 提交于 2019-12-04 10:32:32
问题 I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. I want to build a camera view-frustum to cull my scene. I am working with column-major matrices in a right-handed coordinate system. (OpenGL style - I'm using C# and Playstation Mobile, but the math should be the same) I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix

Extracting View Frustum Planes (Hartmann & Gribbs method)

限于喜欢 提交于 2019-12-03 07:19:45
I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. I want to build a camera view-frustum to cull my scene. I am working with column-major matrices in a right-handed coordinate system. (OpenGL style - I'm using C# and Playstation Mobile, but the math should be the same) I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem

State of the art Culling and Batching techniques in rendering

让人想犯罪 __ 提交于 2019-12-03 00:16:01
I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can

What is the fastest shadowing algorithm (CPU only)?

久未见 提交于 2019-12-02 02:37:48
Suppose I have a 3D model: The model is given in the form of vertices, faces (all triangles) and normal vectors. The model may have holes and/or transparent parts. For an arbitrarily placed light source at infinity, I have to determine: [ required ] which triangles are (partially) shadowed by other triangles Then, for the partially shadowed triangles: [ bonus ] what fraction of the area of the triangle is shadowed [ superbonus ] come up with a new mesh that describe the shape of the shadows exactly My final application has to run on headless machines , that is, they have no GPU . Therefore,