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#Actualbelfegor

Posted 05 June 2013 - 04:31 AM

Thank you for your input, i will have a look at that and for some more articles.

I was thinking to avoid implementing "software rasterization" myself so i used ISOCE library to do the hard work for me.

In this library they use a concept of occluder and occludee. I have found the algorithm for clipping occluder triangles against the view frustum planes in their demo source, so i have done that part (i was doing some tests for decals also) and it works fine. Now (i think) the problem is with occludees, do i have to clip each AABBs 12 triangles also, or can i get proper screen space rectangle by just projecting AABB points with which i find 2d min-max? For occludee in documentation says:

 

OccludeeData

 Contains the 2D axis Alined bounding box of the Occluder and a conservative depth (Farthest depth value of the whole occludee)

 

I think they have 2 mistakes in this statement?

1. Occluder -> Occludee

2. Farthest depth value -> Nearest/closest depth value; would make sense or i miss something?

 

Any more tips?

 

Thank you for your time.


#2belfegor

Posted 05 June 2013 - 04:30 AM

Thank you for your input, i will have a look at that and for some more articles.

I was thinking to avoid implementing "software rasterization" myself so i used ISOCE library to do the hard work for me.

In this library they use a concept of occluder and occludee. I have found the algorithm for clipping occluder triangles against the view frustum planes in their demo source, so i have done that part (i was doing some tests for decals also) and it works fine. Now (i think) the problem is with occludees, do i have to clip each AABBs 12 triangles also, or can i get proper screen space rectangle by just projecting AABB points? For occludee in documentation says:

 

OccludeeData

 Contains the 2D axis Alined bounding box of the Occluder and a conservative depth (Farthest depth value of the whole occludee)

 

I think they have 2 mistakes in this statement?

1. Occluder -> Occludee

2. Farthest depth value -> Nearest/closest depth value; would make sense or i miss something?

 

Any more tips?

 

Thank you for your time.


#1belfegor

Posted 05 June 2013 - 04:28 AM

Thank you for your input, i will have a look at that and for some more articles.

I was thinking to avoid implementing "software rasterization" myself so i used ISOCE library to do the hard work for me.

In this library they use a concept of occluder and occludee. I have found the algorithm for clipping occluder triangles against the view frustum planes in their demo source, so i have done that part (i was doing some tests for decals also) and it works fine. Now (i think) the problem is with occludees, do i have to clip each AABBs 16 triangles also, or can i get proper screen space rectangle by just projecting AABB points? For occludee in documentation says:

 

OccludeeData

 Contains the 2D axis Alined bounding box of the Occluder and a conservative depth (Farthest depth value of the whole occludee)

 

I think they have 2 mistakes in this statement?

1. Occluder -> Occludee

2. Farthest depth value -> Nearest/closest depth value; would make sense or i miss something?

 

Any more tips?

 

Thank you for your time.


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