Culling objects from a 3-D graphics pipeline using hierarchical Z buffers
Abstract:
A shader in a graphics pipeline accesses an object that represents a portion of a model of a scene in object space and one or more far-z values that indicate a furthest distance of a previously rendered portion of one or more tiles from a viewpoint used to render the scene on a screen. The one or more tiles overlap a bounding box of the object in a plane of the screen. The shader culls the object from the graphics pipeline in response to the one or more far-z values being smaller than a near-z value that represents a closest distance of a portion of the object to the viewpoint.
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