Automatic pre-tessellation culling
(2009) In ACM Transactions on Graphics 28(2). p.19-19- Abstract
- Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs after tessellation, that is, after the base primitives have been tessellated into triangles. We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. These bounds are derived from an arbitrary vertex shader program, which may include a curved surface evaluation and different types of displacements, for example. The obtained bounds are used for backface, view frustum, and occlusion culling before tessellation. For highly tessellated scenes, we show that up to 80% of the vertex shader instructions can be avoided, which implies... (More)
- Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs after tessellation, that is, after the base primitives have been tessellated into triangles. We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. These bounds are derived from an arbitrary vertex shader program, which may include a curved surface evaluation and different types of displacements, for example. The obtained bounds are used for backface, view frustum, and occlusion culling before tessellation. For highly tessellated scenes, we show that up to 80% of the vertex shader instructions can be avoided, which implies an "instruction speedup" of 5x. Our technique can also be used for offline software rendering. (Less)
Please use this url to cite or link to this publication:
https://lup.lub.lu.se/record/1396657
- author
- Hasselgren, Jon LU ; Munkberg, Jacob LU and Akenine-Möller, Tomas LU
- organization
- publishing date
- 2009
- type
- Contribution to journal
- publication status
- published
- subject
- keywords
- Tessellation, Culling, Computer Graphics
- in
- ACM Transactions on Graphics
- volume
- 28
- issue
- 2
- pages
- 19 - 19
- publisher
- Association for Computing Machinery (ACM)
- external identifiers
-
- wos:000266818600008
- scopus:70349669021
- ISSN
- 0730-0301
- DOI
- 10.1145/1516522.1516530
- language
- English
- LU publication?
- yes
- id
- 433fc2e8-7245-4dd8-a0a0-2483047a5cf0 (old id 1396657)
- date added to LUP
- 2016-04-01 13:21:43
- date last changed
- 2022-01-27 18:46:30
@article{433fc2e8-7245-4dd8-a0a0-2483047a5cf0, abstract = {{Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs after tessellation, that is, after the base primitives have been tessellated into triangles. We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. These bounds are derived from an arbitrary vertex shader program, which may include a curved surface evaluation and different types of displacements, for example. The obtained bounds are used for backface, view frustum, and occlusion culling before tessellation. For highly tessellated scenes, we show that up to 80% of the vertex shader instructions can be avoided, which implies an "instruction speedup" of 5x. Our technique can also be used for offline software rendering.}}, author = {{Hasselgren, Jon and Munkberg, Jacob and Akenine-Möller, Tomas}}, issn = {{0730-0301}}, keywords = {{Tessellation; Culling; Computer Graphics}}, language = {{eng}}, number = {{2}}, pages = {{19--19}}, publisher = {{Association for Computing Machinery (ACM)}}, series = {{ACM Transactions on Graphics}}, title = {{Automatic pre-tessellation culling}}, url = {{http://dx.doi.org/10.1145/1516522.1516530}}, doi = {{10.1145/1516522.1516530}}, volume = {{28}}, year = {{2009}}, }