visibility queries using graphics hardware presented by jinzhu gao

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Visibility Queries Visibility Queries Using Graphics Using Graphics Hardware Hardware Presented by Jinzhu Gao

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Visibility Queries Using Visibility Queries Using Graphics HardwareGraphics Hardware

Presented by Jinzhu Gao

MotivationMotivation

Visibility queries is popular used in different applications– 70% of total computation time in hierarchical

radiosity

Graphics hardware provides fast access to the data computed by the graphics hardware

Point-based Visibility QueryPoint-based Visibility Query

Visibility queries with the same starting point and different ending points

For example: – Eye ray-tracing– A point light source illuminating a scene

Visibility MethodsVisibility Methods

Ray castingZ-bufferUsing object ID imageHP ExtensionsNV Extensions

Using Object ID Image Using Object ID Image

Basic Idea:– Assign a specific color for each element in the

scene– Render all the elements in the scene– The first surface in a given direction is the one

with the color of the pixel intersected in this direction

Using Object ID ImageUsing Object ID Image

Advantage:– Easy to implement– Extremely fast

Disadvantage:– Have aliasing errors

Using Object ID ImageUsing Object ID Image Aliasing errors

– Sampling the scene using a regular grid– Visibility query is at different points than the original samples

Using Object ID ImageUsing Object ID Image

Solution:– Querying neighboring pixels– If all correspond to same surface, answer is correct– Otherwise, just use ray-casting or enhance the image resolution

PerformancePerformance

Test results on a Silicon Graphics RealityEngine II

ConclusionConclusion

The ID images gives us rapid answers in places where there are no problems

Use ray-casting for small problems that concern few visibility queries

Use a better ID image for larger problems that concern several visibility queries

HP Occlusion Test (1)HP Occlusion Test (1)

Extension Name: HP_occlusion_test Provides a visibility determination mechanism After rendering, query if any of the geometry

could have or did modify the depth buffer.– False = geometry could not have affected depth buffer– True = it could have or did modify depth buffer

HP Occlusion Test (2)HP Occlusion Test (2)

The object is not visible if the test fails (returns false)

It is visible if the test passes (returns true)Typical usage:

– Render bounding box for target geometry. – If test fails, you can skip the geometry altogether.

HP Occlusion Test – How to UseHP Occlusion Test – How to Use

(Optional) Disable updates to color/depth buffers

glDepthMask(GL_FALSE)

glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE)

Enable occlusion test

glEnable(GL_OCCLUSION_TEST_HP)

Render (bounding) geometry Disable occlusion test

glDisable(GL_ OCCLUSION_TEST_HP)

Read occlusion test result

glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP,&result)

HP Occlusion Test - LimitationsHP Occlusion Test - Limitations

Returns a simple TRUE or FALSE Often useful to know how many pixels were

rendered Uses a “stop-and-wait” model for multiple tests Driver has to stop and wait for result of previous

test before beginning next test Mediocre performance for multiple tests Eliminates parallelism between CPU and GPU

NV Occlusion Query (1)NV Occlusion Query (1)

Extension name: NV_occlusion_query Solves problems in HP_occlusion_test Returns pixel count – the no. of pixels that pass Provides an interface to issue multiple queries at

once before asking for the result of any one Applications can now overlap the time it takes for

the queries to return with other work increasing the parallelism between CPU and GPU

NV Occlusion Query – How to Use (1)NV Occlusion Query – How to Use (1) (Optional) Disable Depth/Color Buffers (Optional) Disable any other irrelevant non-geometric state Generate occlusion queries

– Begin ith occlusion query– Render ith (bounding) geometry

End occlusion query Do other CPU computation while queries are being made (Optional) Enable Depth/Color Buffers (Optional) Re-enable other state Get pixel count of ith query If (count > MAX_COUNT) render ith geometry

NV Occlusion Query – How to Use (2)NV Occlusion Query – How to Use (2) Generate occlusion queries

Gluint queries[N];GLuint pixelCount;glGenOcclusionQueriesNV(N, queries);

Loop over queries

for (i = 0; i < N; i++) { glBeginOcclusionQueryNV(queries[i]); // render bounding box for ith geometry glEndOcclusionQueryNV(); }

Get pixel counts

for (i = 0; i < N; i++) { glGetOcclusionQueryuivNV(queries[i], GL_PIXEL_COUNT_NV, &pixelCount); if (pixelCount > MAX_COUNT) // render ith geometry }

Example – Incremental Object-Level CullingExample – Incremental Object-Level Culling

Rendering a bounding box will cost you fillNeed to be more intelligent in how you issue

queries!Good if you use query for object that you were

going to render in any caseSkip the occlusion queries for visible objects

for the next few frames.

Incremental Object-Level Culling (2)Incremental Object-Level Culling (2)

Render scene from front-to-back Draw the big occluders first Issue queries for other objects in the scene If query returns 0 in first pass, you can skip the object

in subsequent passes If object is occluded, it will get eliminated at worst in

the second pass.

ConclusionConclusion

Simple to use in applications yet very powerful Provides pixel count – a very useful quantity Can be used asynchronously, more parallelism for

you and me Versatile extension that can be used in a wide

variety of algorithms/applications