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.
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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 |
代理机构 |
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代理人 |
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主权项 |
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地址 |
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