Extending graphics hardware for occlusion queries in OpenGL

D. Bartz, M. Meissner, Tobias Hüttner
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引用次数: 62

Abstract

For interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide visibility performance for interactive rendering of large models. In this paper, we propose an OpenGL extension for fast occlusion queries. Added after the depth test stage of the OpenGL rendering pipeline, our algorithm provides fast queries to establish the occlusion of polygonal objects. Furthermore, hardware aspects of this proposal are discussed and possible implementations on two different graphics architectures are presented.
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扩展OpenGL中遮挡查询的图形硬件
对于大型多边形对象的交互式呈现,需要快速的可见性查询来快速判断多边形对象是否可见以及是否需要呈现。许多已发表的算法都没有为大型模型的交互式呈现提供可见性性能。在本文中,我们提出了一个快速遮挡查询的OpenGL扩展。在OpenGL渲染管道的深度测试阶段之后添加,我们的算法提供快速查询来建立多边形物体的遮挡。此外,还讨论了该提议的硬件方面,并提出了在两种不同图形架构上的可能实现。
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