Tag: Occlusion Culling

Terrain Raymarching

http://www.iquilezles.org/www/articles/terrainmarching/terrainmarching.htm     Arround 2002 I made my first attempts to visualize fractal mountains and test procedural texturing. At that time I was not able to raytrace polygons and my rasterization engine was really bad. So I chose to do a “raymarcher” to create some pictures cause it’s a really simple technique. What I implemented
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软光 – a practical implementation

Improving the Rasterization Algorithm     All the techniques we presented in the previous chapters are really the foundation of the rasterization algorithm. Though, we have only implemented these techniques in a very basic way. The GPU rendering pipeline and other rasterization based production renderers use the same concepts but they used highly optimized version
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软光 – the visibility problem

In the second chapter of this lesson, we learned that in the third coordinate of the projected point (the point in screen space) we store the original vertex z-coordinate (the z-coordinate of the point in camera space):【从第二章我们知道,我们存储了额外的z值】         Finding the z-coordinate of a point on the surface of the triangle is useful
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软光 – the projection stage

Quick Review     In the previous chapter, we gave a high-level overview of the rasterization rendering technique. It can be decomposed into two main stages: first, the projection of the triangle’s vertices onto the canvas, then the rasterization of the triangle itself. Rasterization really means in this case, “breaking apart” the triangle’s shape into
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软光 – An Overview of the Rasterization Algorithm

各种教程: OpenGL https://github.com/ssloy/tinyrenderer/wiki OpenGL http://www.3dcpptutorials.sk/index.php?id=15 Opengl ES 2.0 https://github.com/hmwill/GLESv20     我这里需要的软光栅是不需要OpenGL,DirectX的     Rasterization: a Practical Implementation https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation     代码: https://www.scratchapixel.com/code.php?id=26&origin=/lessons/3d-basic-rendering/rasterization-practical-implementation     An Overview of the Rasterization Algorithm     The rasterization rendering technique is surely the most commonly used technique to render images of 3D scenes, and yet, that is probably
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Software Occlusion Culling – intel

https://software.intel.com/en-us/articles/software-occlusion-culling https://software.intel.com/en-us/blogs/2013/03/22/software-occlusion-culling-update https://software.intel.com/en-us/blogs/2013/09/06/software-occlusion-culling-update-2     Abstract: The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. 【做法】 The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE) instruction set and multi-threading to achieve
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Occlusion Culling – oxel

全局讲述: http://www.nickdarnell.com/oxel/     Hierarchical Z-Buffer Occlusion Culling http://www.nickdarnell.com/hierarchical-z-buffer-occlusion-culling/     Hierarchical Z-Buffer Culling Steps: Bake step – Have your artists prepare occlusion geometry for things in the world that make sense as occluders, buildings, walls…etc. They should all be super cheap to render, boxes/planes. I actually ran across this paper, Geometric Simplification For Efficient
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Android Terrain Rendering

从这篇开始讲起: http://galfar.vevb.net/wp/2013/android-terrain-rendering-vertex-texture-fetch-part-1/     To my surprise, I found out that GPU (PowerVR SGX 540) in my venerable Nexus S (2010) supports vertex texture fetch (VTF). That is, accessing texture pixels in vertex shader — a very useful feature for terrain rendering. About a year ago, when I started investigating terrain rendering on Android devices,
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