发明名称 Method and apparatus for occlusion culling in graphics systems
摘要 Z-buffer rendering of three-dimensional scenes is made more efficient through a method for occlusion culling by which occluded geometry is removed prior to rasterization. The method uses hierarchical z-buffering to reduce the quantity of image and depth information that needs to be accessed. A separate culling stage in the graphics pipeline culls occluded geometry and passes visible geometry on to a rendering stage. The culling stage maintains its own z-pyramid in which z-values are stored at low precision (e.g., in 8 bits). The efficiency of hierarchical z-buffering is obtained through hierarchical evaluation of line and plane equations.
申请公布号 US6480205(B1) 申请公布日期 2002.11.12
申请号 US19980121317 申请日期 1998.07.22
申请人 NVIDIA CORPORATION 发明人 GREENE EDWARD COLTON;HANRAHAN PATRICK MATTHEW
分类号 G06T15/40;(IPC1-7):G06T15/00 主分类号 G06T15/40
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