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Directions to good implementation of Hansong Zhang Occlusion (Or good occlusion advice!)

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Hey guys, I thought i might have confused people more than neccessary in my recent question about occlusion culling.
I would very much like to know if anyone in here has a good implementation, or explanation of [color=#1C2837][size=2]Hansong Zhang's dissertation on[/size][/color]
[color=#1C2837][size=2]"Effective Occlusion Culling for the Interactive Display of Arbitrary Models" - I think i get much of it, but I have certain things I'm not sure about,[/size][/color]
[color=#1C2837][size=2]and i thought the easiest thing for me would be to examine code from people who manage to pull the technique off.[/size][/color]
[color=#1C2837][size=2]
[/size][/color]
[color=#1C2837][size=2]Otherwise, I'd like to know if it's really feasible to read back an occlusion buffer texture hierarchy from 256^2 down to 1^2 for every rendered occluder[/size][/color]
[color=#1C2837][size=2](I'm thinking of treating 3 to 5 geometry chunks as occluders every frame)[/size][/color]
[size="2"][color="#1c2837"]
[/color][/size]
[size="2"][color="#1c2837"]Maybe I'm just aiming too high with the Zhang technique. - If you happen to know a good (and preferrably simple ;) ) way to perform occlusion[/color][/size]
[size="2"][color="#1c2837"]tests on voxel data stored in an octree, I'd really like to get some directions. I've been searching for help on this on goodle, but perhaps I just[/color][/size]
[size="2"][color="#1c2837"]suck at that, or there are really few dynamic geometry culling algorithms, (Yup, my voxels change now and then)[/color][/size]
[size="2"][color="#1c2837"]
[/color][/size]
[size="2"][color="#1c2837"]Thanks in advance![/color][/size]

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I don't know anything about the Zhang method, but I have implemented [url="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter06.html"]this[/url] method before and found it works quite well. I think you would have to treat the moving voxels as a separate problem, and from what I can tell nobody wants to share their techniques for modifiable spatial partitioning (I have never seen any talk of how to do it efficiently for different partitioning schemes).

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[quote name='bluntman' timestamp='1306167218' post='4814631']
I don't know anything about the Zhang method, but I have implemented [url="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter06.html"]this[/url] method before and found it works quite well. I think you would have to treat the moving voxels as a separate problem, and from what I can tell nobody wants to share their techniques for modifiable spatial partitioning (I have never seen any talk of how to do it efficiently for different partitioning schemes).
[/quote]

Oh, that's that querying again! Makes me think of Databases when i hear of it, :) My voxels aren't really moving, they're just changing colors and shift between being solid or empty.
Anyways thank's for the link. Maybe i can manage to implement that too. At first glance it looks quite descriptive. Thanks a lot again! :)

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