Questions tagged [occlusion]

9 questions
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With modern fillrates and deferred rendering, is occlussion culling still relevant?

For example, while it's the current top-of-the-line GPU, the GTX 980 has a staggering 72.1 gigapixels/second fillrate, which with back-to-front rendering and/or Z buffer checks, seems almost ridiculously large, possibly even at 4k resolutions. As…
Llamageddon
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Sphere intersection occlusion (for hybrid raytracing)

Thinking about hybrid raytracing, hence the following question: Suppose I have two solid spheres $s_1$ and $s_2$. We know their centres and radii, and we know that they have some overlapping volume in space. We have a typical 3D graphics setup:…
occulus
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What is occlusion?

Occlusion "is the effect of one object in a 3-D space blocking another object from view." With this definiton in mind I cannot understand sentences like: The interior of a tube is typically more occluded (and hence darker) than the exposed outer…
Joey
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How can I get a spherical visibility mask map for a point on a concave surface?

I encountered this problem doing my project. Suppose there is a 3D mesh model, e.g. a human face, I need the 3D visibility map at each of the vertices of this model. By the "3D visibility map", I mean the binary image covering the spherical surface…
user1692
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How to deal with light leaks?

I'm struggling with light leaking through meshes (especially thin ones) due to interpolation between probes located on the opposite sides of those. First approach I took was mapping all static geometry to 1 lightmap, then generating light probes…
Pavlo Muratov
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A solution to sprite visibility in a raycasting engine with variable wall heights?

I am writing a raycasting engine. At this point, I have added sprites, and I am using a z-buffer, with one stored length to a wall for the x coordinate of each ray. Below is an image of a sprite which is fully visible. Z-buffering works fine when…
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2 answers

Techniques for rendering high polycount models

I would like to know what common techniques are used for rendering large models, when using rasterisation within a graphics API, for example OpenGL or Vulkan. For example if I had a model with >10 million triangles, and it would be too slow to…
tester
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How to implement falloff control in brute force ambient occlusion?

My AO algorithm is as follows, whith the random vectors just all over the hemisphere: vec3 ao_ray_position= random_in_hemisphere(gi_rec.normal); ao_ray = ray(gi_rec.p + gi_rec.normal * 0.001f, ao_ray_position); ao_hit =…
mrmanet
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How to sprite cast in a raycasting engine?

I'm trying to render sprites/textures in my raycasting engine, but I don't quite understand the math behind drawing the columns of the texture I intend to project. I've tried looking at several tutorials, e.g., lodev, Wynnliam, and several posts on…