“Hierarchical Z-buffer visibility” by Greene, Kass and Miller
Conference:
Type(s):
Title:
- Hierarchical Z-buffer visibility
Presenter(s)/Author(s):
Abstract:
An ideal visibility algorithm should a) quickly reject most of the
hidden geometry in a model and b) exploit the spatial and perhaps
temporal coherence of the images being generated. Ray casting
with spatial subdivision does well on criterion (a), but poorly on
criterion (b). Traditional Z-buffer scan conversion does well on
criterion (b), but poorly on criterion (a). Here we present a hierarchical Z-buffer scan-conversion algorithm that does well on
both criteria. The method uses two hierarchical data structures, an
object-space octree and an image-space Z pyramid, to accelerate
scan conversion. The two hierarchical data structures make it possible to reject hidden geometry very rapidly while rendering visible
geometry with the speed of scan conversion. For animation, the
algorithm is also able to exploit temporal coherence. The method
is well suited to models with high depth complexity, achieving
orders of magnitude acceleration in some cases compared to ordinary Z-buffer scan conversion.
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