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博碩士論文 etd-1228112-025111 詳細資訊
Title page for etd-1228112-025111
論文名稱
Title
於GPU硬體基礎上的自動遮擋偵測及物件與子物件 最佳化之方法
A GPU hardware-based method for automatic occlusion detection and optimization for objects and subobjects
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
75
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2012-11-20
繳交日期
Date of Submission
2012-12-28
關鍵字
Keywords
顯示處理器、遮擋、子物件、Hulls、軟硬體修改
GPU, Occlusion, Object, Subobjects, Hulls, Software and Hardware Modification
統計
Statistics
本論文已被瀏覽 5665 次,被下載 413
The thesis/dissertation has been browsed 5665 times, has been downloaded 413 times.
中文摘要
此篇論文為研究GPU如何在繪製物件程序中更為簡化(從程式設計師觀點)及改善(從run-time觀點)。我們對於自動偵測遮擋來避免繪製被遮擋的物件,提出了修改軟體和硬體的方法。我們也考慮了子物件。此方法在部分遮擋有不少好處,而且同一物件的子物件也有機會互相遮擋。並且它們的繪製順序能夠以低本動態排序,因此增加同一物件互相遮擋的機會。除此之外本篇論文也研究自動產生hull及子物件的產生。
Abstract
This thesis looks at how the GPU’s processing of objects can be simplified (from the programmer’s point of view) and improved (from the run-time point of view). We propose both software and hardware modifications for automatic occlusion detection to avoid rendering occluded objects. We also consider subobjects. The method takes advantage of partial occlusion opportunities and also allow for parts of an object to self-occlude other parts of the same object. Their rendering sequence can be dynamically reordered at minimal cost, thereby increasing the self-occlusion opportunities within the object. In addition, this thesis investigates methods of automatic hull creation and subobject creation.
目次 Table of Contents
1. Introduction …………...........................................................................1
2. Related Work .........................................................................................7
2.1 Hardware for culling non-visible areas ............................................7
2.1.1 GPU hardware for clipping ......................................................7
2.1.2 GPU hardware for z-culling ...................................................10
2.1.3 GPU hardware for Back-face culling ....................................13
2.2 Existing software approaches for occlusion culling .......................14
2.2.1 Statically reordering triangles within an object .....................15
2.2.2 Performing an occlusion query before rendering an object ...17
2.2.3 Using bounding boxes for conservative queries ....................19
2.2.4 Various kinds of hulls that may be used to bound an object .21
3.An Overview of the Rendering Process for OpenGL ES 2.0 on a GPU 25
3.1 The interactions of the software and hardware .……..…...………25
3.1.1Rendering a 3D object: From the game code’s point-of-view25
3.1.2 OpenGL ES 2.0 API function using in game ………………26
3.1.3 Trigger hardware to render ……………………………….28
4. Methodology ………………………………..…………………………30
4.1 Details of how our method can obtain new benefits from occlusion .......................................................................................30
4.1.1 A wrapper around the existing function …………….………30
4.1.2 The method we designed for hardware ……………………31
4.2 A method of subregion extraction to obtain smaller bounding boxes …………………………...……………………...................34
4.2.1 Optimize the regions ...............................................................34
4.2.2 The hull implementation and optimization ………………….37
4.3 Details of how our method has been modified to support subregions and non-rectangular hulls …………………………...39
4.3.1 A wrapper around the existing function …………………….39
4.3.2 Intermediate Processing ……………………………………..41
4.3.3 New method to support subregions with fragment shader ….43
5. Experimental Setup …………………..……………………………….45
5.1 The cost/benefit model ……………………………………….....45
5.2 Benchmarks ……………………………………………………52
6. Results……………..………………………………………………..…55
7. Conclusion …………………………………………………………….65
References ……………………………………………………………….66
參考文獻 References
[1] Pedro V. Sander, Diego Nehab and Joshua Barczak. “Fast Triangle Reordering For Vertex Locality and Redraw.” ACM Transactions on Graphics. 2007.
[2] T Sus, C Koch, C Jahn, and M Fischer. “Approximative occlusion culling using the hull tree” Proceedings of Graphics Interface 2011.
[3] Hansong Zhang. “Effective Occlusion Culling for the Interactive Display of Arbitrary Models”, Ph. D. dissertation, Department of Computer Science, UNC-Chapel Hill, July 1998.
[4] Dean Sekulic. ”Chapter 29. Efficient Occlusion Culling” http://http.developer.nvidia.com/GPUGems/gpugems_ch29.html, Copyright c 2004 by NVIDIA Corporation.
[5] John Ratcliff. “HACD : Hierarchical Approximate Convex Decomposition“, http://codesuppository.blogspot.tw/2011/05/hacd-hierarchical-approximate-convex.html, May 2011
[6] “San Angeles Observation” (2004, 2005)
http://jet.ro/visuals/4k-intros/san-angeles-observation/
[7] The Free 3D Models http://thefree3dmodels.com/
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