Information

  • Publication Type: PhD-Thesis
  • Workgroup(s)/Project(s):
  • Date: April 2010
  • Date (Start): January 2005
  • Date (End): April 2010
  • 1st Reviewer: Michael WimmerORCID iD
  • 2nd Reviewer: Dinesh Manocha
  • Rigorosum: 27. April 2010
  • First Supervisor: Michael WimmerORCID iD
  • Keywords: 3D rendering, real-time rendering, ambient occlusion, visibility, occlusion culling

Abstract

Visibility computations are essential operations in computer graphics, which are required for rendering acceleration in the form of visibility culling, as well as for computing realistic lighting. Visibility culling, which is the main focus of this thesis, aims to provide output sensitivity by sending only visible primitives to the hardware. Regardless of the rapid development of graphics hardware, it is of crucial importance for many applications like game development or architectural design, as the demands on the hardware regarding scene complexity increase accordingly. Solving the visibility problem has been an important research topic for many years, and countless methods have been proposed. Interestingly, there are still open research problems up to this day, and many algorithms are either impractical or only usable for specific scene configurations, preventing their widespread use. Visibility culling algorithms can be separated into algorithms for visibility preprocessing and online occlusion culling. Visibility computations are also required to solve complex lighting interactions in the scene, ranging from soft and hard shadows to ambient occlusion and full fledged global illumination. It is a big challenge to answer hundreds or thousands of visibility queries within a fraction of a second in order to reach real-time frame rates, which is one goal that we want to achieve in this thesis. The contribution of this thesis are four novel algorithms that provide solutions for efficient visibility interactions in order to achieve high-quality output-sensitive real-time rendering, and are general in the sense that they work with any kind of 3D scene configuration. First we present two methods dealing with the issue of automatically partitioning view space and object space into useful entities that are optimal for the subsequent visibility computations. Amazingly, this problem area was mostly ignored despite its importance, and view cells are mostly tweaked by hand in practice in order to reach optimal performance – a very time consuming task. The first algorithm specifically deals with the creation of an optimal view space partition into view cells using a cost heuristics and sparse visibility sampling. The second algorithm extends this approach to optimize both view space subdivision and object space subdivision simultaneously. Next we present a hierarchical online culling algorithm that eliminates most limitations of previous approaches, and is rendering engine friendly in the sense that it allows easy integration and efficient material sorting. It reduces the main problem of previous algorithms – the overhead due to many costly state changes and redundant hardware occlusion queries – to a minimum, obtaining up to three times speedup over previous work. At last we present an ambient occlusion algorithm which works in screen space, and show that high-quality shading with effectively hundreds of samples per pixel is possible in real time for both static and dynamic scenes by utilizing temporal coherence to reuse samples from previous frames.

Additional Files and Images

Additional images and videos

buddha: temporal ssao on happy buddha buddha: temporal ssao on happy buddha
convergence: temporal ssao convergence on  animated character convergence: temporal ssao convergence on animated character
engine: Our engine combines occlusion culling + SSAO + shadows engine: Our engine combines occlusion culling + SSAO + shadows
image-viewcells-bsp: render cost visualization (bsp) image-viewcells-bsp: render cost visualization (bsp)
image-viewcells-vsp: render cost visualization (our method) image-viewcells-vsp: render cost visualization (our method)
image: temporal ssao on stanford dragon image: temporal ssao on stanford dragon
vienna: snapshot in vienna vienna: snapshot in vienna

Additional files

slides-defense: given version slides-defense: given version
phd
phd

Weblinks

No further information available.

BibTeX

@phdthesis{Mattausch-2010-vcr,
  title =      "Visibility Computations for Real-Time Rendering in General
               3D Environments",
  author =     "Oliver Mattausch",
  year =       "2010",
  abstract =   "Visibility computations are essential operations in computer
               graphics, which are required for rendering acceleration in
               the form of visibility culling, as well as for computing
               realistic lighting. Visibility culling, which is the main
               focus of this thesis, aims to provide output sensitivity by
               sending only visible primitives to the hardware. Regardless
               of the rapid development of graphics hardware, it is of
               crucial importance for many applications like game
               development or architectural design, as the demands on the
               hardware regarding scene complexity increase accordingly.
               Solving the visibility problem has been an important
               research topic for many years, and countless methods have
               been proposed. Interestingly, there are still open research
               problems up to this day, and many algorithms are either
               impractical or only usable for specific scene
               configurations, preventing their widespread use. Visibility
               culling algorithms can be separated into algorithms for
               visibility preprocessing and online occlusion culling.
               Visibility computations are also required to solve complex
               lighting interactions in the scene, ranging from soft and
               hard shadows to ambient occlusion and full fledged global
               illumination. It is a big challenge to answer hundreds or
               thousands of visibility queries within a fraction of a
               second in order to reach real-time frame rates, which is one
               goal that we want to achieve in this thesis. The
               contribution of this thesis are four novel algorithms that
               provide solutions for efficient visibility interactions in
               order to achieve high-quality output-sensitive real-time
               rendering, and are general in the sense that they work with
               any kind of 3D scene configuration. First we present two
               methods dealing with the issue of automatically partitioning
               view space and object space into useful entities that are
               optimal for the subsequent visibility computations.
               Amazingly, this problem area was mostly ignored despite its
               importance, and view cells are mostly tweaked by hand in
               practice in order to reach optimal performance – a very
               time consuming task. The first algorithm specifically deals
               with the creation of an optimal view space partition into
               view cells using a cost heuristics and sparse visibility
               sampling. The second algorithm extends this approach to
               optimize both view space subdivision and object space
               subdivision simultaneously. Next we present a hierarchical
               online culling algorithm that eliminates most limitations of
               previous approaches, and is rendering engine friendly in the
               sense that it allows easy integration and efficient material
               sorting. It reduces the main problem of previous algorithms
               – the overhead due to many costly state changes and
               redundant hardware occlusion queries – to a minimum,
               obtaining up to three times speedup over previous work. At
               last we present an ambient occlusion algorithm which works
               in screen space, and show that high-quality shading with
               effectively hundreds of samples per pixel is possible in
               real time for both static and dynamic scenes by utilizing
               temporal coherence to reuse samples from previous frames.",
  month =      apr,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  keywords =   "3D rendering, real-time rendering, ambient occlusion,
               visibility, occlusion culling",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2010/Mattausch-2010-vcr/",
}