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公开(公告)号:US08988431B2
公开(公告)日:2015-03-24
申请号:US13569879
申请日:2012-08-08
申请人: Otso Makinen , Hannu Saransaari
发明人: Otso Makinen , Hannu Saransaari
CPC分类号: G06T11/206 , G06T7/60 , G06T15/08 , G06T15/40 , G06T17/005 , G06T2200/04
摘要: Embodiments presented herein provide techniques for creating and simplifying a cell and portal graph. The simplified cell and portal graph may be used to make a conservative determination of whether an element of geometry is visible for a given view frustum (and therefore needs to be rendered). That is, the simplified cell and portal graph retains the encoded visibility for given set of geometry. The simplified cell and portal graph provides a “conservative” determination of visibility as it may indicate that some objects are visible that are not (resulting in unneeded rendering), but not the other way around. Further, this approach allows cell and portal graphs to be generated dynamically, allowing the cell and portal graphs to be used for scenes where the geometry can change (e.g., as 3D world of a video game).
摘要翻译: 本文提出的实施例提供了用于创建和简化单元格和门户图形的技术。 可以使用简化的单元格和门户图形来保守地确定几何的元素是否对于给定视图平截头体可见(因此需要呈现)。 也就是说,简化的单元格和门户图表保留了给定几何图形的编码可见性。 简化的单元格和门户图表提供了可视性的“保守”确定,因为它可能表明某些对象是可见的(不会导致不必要的渲染),而不是相反。 此外,该方法允许动态生成单元格和门户图形,允许单元格和门户图形用于几何可以改变的场景(例如,作为视频游戏的3D世界)。
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公开(公告)号:US20140043331A1
公开(公告)日:2014-02-13
申请号:US13569879
申请日:2012-08-08
申请人: Otso MAKINEN , Hannu SARANSAARI
发明人: Otso MAKINEN , Hannu SARANSAARI
CPC分类号: G06T11/206 , G06T7/60 , G06T15/08 , G06T15/40 , G06T17/005 , G06T2200/04
摘要: Embodiments presented herein provide techniques for creating and simplifying a cell and portal graph. The simplified cell and portal graph may be used to make a conservative determination of whether an element of geometry is visible for a given view frustum (and therefore needs to be rendered). That is, the simplified cell and portal graph retains the encoded visibility for given set of geometry. The simplified cell and portal graph provides a “conservative” determination of visibility as it may indicate that some objects are visible that are not (resulting in unneeded rendering), but not the other way around. Further, this approach allows cell and portal graphs to be generated dynamically, allowing the cell and portal graphs to be used for scenes where the geometry can change (e.g., as 3D world of a video game).
摘要翻译: 本文提出的实施例提供了用于创建和简化单元格和门户图形的技术。 可以使用简化的单元格和门户图形来保守地确定几何的元素是否对于给定视图平截头体可见(因此需要呈现)。 也就是说,简化的单元格和门户图表保留了给定几何图形的编码可见性。 简化的单元格和门户图表提供了可视性的“保守”确定,因为它可能表明某些对象是可见的(不会导致不必要的渲染),而不是相反。 此外,该方法允许动态生成单元格和门户图形,允许单元格和门户图形用于几何可以改变的场景(例如,作为视频游戏的3D世界)。
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公开(公告)号:US09342924B2
公开(公告)日:2016-05-17
申请号:US14621158
申请日:2015-02-12
申请人: Umbra Software Ltd.
发明人: Otso Makinen , Hannu Saransaari
CPC分类号: G06T11/206 , G06T7/60 , G06T15/08 , G06T15/40 , G06T17/005 , G06T2200/04
摘要: Embodiments presented herein provide techniques for creating and simplifying a cell and portal graph. The simplified cell and portal graph may be used to make a conservative determination of whether an element of geometry is visible for a given view frustum (and therefore needs to be rendered). That is, the simplified cell and portal graph retains the encoded visibility for given set of geometry. The simplified cell and portal graph provides a “conservative” determination of visibility as it may indicate that some objects are visible that are not (resulting in unneeded rendering), but not the other way around. Further, this approach allows cell and portal graphs to be generated dynamically, allowing the cell and portal graphs to be used for scenes where the geometry can change (e.g., as 3D world of a video game).
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公开(公告)号:US20150154791A1
公开(公告)日:2015-06-04
申请号:US14621158
申请日:2015-02-12
申请人: Otso MAKINEN , Hannu SARANSAARI
发明人: Otso MAKINEN , Hannu SARANSAARI
CPC分类号: G06T11/206 , G06T7/60 , G06T15/08 , G06T15/40 , G06T17/005 , G06T2200/04
摘要: Embodiments presented herein provide techniques for creating and simplifying a cell and portal graph. The simplified cell and portal graph may be used to make a conservative determination of whether an element of geometry is visible for a given view frustum (and therefore needs to be rendered). That is, the simplified cell and portal graph retains the encoded visibility for given set of geometry. The simplified cell and portal graph provides a “conservative” determination of visibility as it may indicate that some objects are visible that are not (resulting in unneeded rendering), but not the other way around. Further, this approach allows cell and portal graphs to be generated dynamically, allowing the cell and portal graphs to be used for scenes where the geometry can change (e.g., as 3D world of a video game).
摘要翻译: 本文提出的实施例提供了用于创建和简化单元格和门户图形的技术。 可以使用简化的单元格和门户图形来保守地确定几何的元素是否对于给定视图平截头体可见(因此需要呈现)。 也就是说,简化的单元格和门户图表保留了给定几何图形的编码可见性。 简化的单元格和门户图表提供了可视性的“保守”确定,因为它可能表明某些对象是可见的(不会导致不必要的渲染),而不是相反。 此外,该方法允许动态生成单元格和门户图形,允许单元格和门户图形用于几何可以改变的场景(例如,作为视频游戏的3D世界)。
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公开(公告)号:US09691177B2
公开(公告)日:2017-06-27
申请号:US14568816
申请日:2014-12-12
申请人: UMBRA SOFTWARE LTD.
发明人: Ari Silvennoinen , Hannu Saransaari , Otso Mäkinen
摘要: Techniques are disclosed for simplifying an occluder representing 3D graphics data. Graphics data corresponding to one or more 3D objects is voxelized. A plurality of planes is generated to intersect the voxelized graphics data. Intersections between the planes and the voxelized graphics data are evaluated to identify corresponding slice polygons from the intersections. A subset of the planes is selected to maximize a correctness of a simplified occluder. The simplified occluder representing the object is generated from a union of the selected subset of the planes.
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