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Today

• Visibility
– Overview
– Cell-to-Cell
– Cell-to-Region
– Eye-To-Region
– Occlusion Culling (maybe)

10/16/2001 CS 638, Fall 2001


Visibility
• Visibility algorithms aim to identify everything that will be
visible, but not much more
– Typical: Identify more than what is visible and pass it through to the
rendering hardware to identify precisely what is visible
– Exact visibility is also possible, but too expensive for games
– Trade-off is: Time spent in software to do visibility vs. time spent in
hardware drawing invisible stuff
• The simplest are view-frustum algorithms that eliminate
objects outside the view frustum
– These algorithms don’t do very well on scenes with high depth
complexity, or many objects behind a single pixel
• Buildings are a classic case of high depth complexity

10/16/2001 CS 638, Fall 2001


Classifying Visibility Information
• Cell-to-Cell visibility
– Tells us which other cells are visible from some point within a cell
– Does not tell us which parts of each cell might be visible, nor if the cell
is actually visible from where the viewer is now
• Cell-to-Region visibility
– Tells us which parts of other cells are visible from some point in the cell
– Also Cell-To-Object: Tells us which objects might be visible from a
given cell
• Eye-To-Region visibility
– Tells us which parts of which cells are visible from the current viewpoint
– Also Eye-to-Cell and Eye-To-Object

10/16/2001 CS 638, Fall 2001


Cell-Portal Structures
• Many visibility algorithms assume a cell and portal data
structure
– A graph in which nodes are cells and edges are portals
– Portals are holes in the wall between two cells
• Portal shape typically stored as polygons
• Can be more than one portal joining any two cells
• Many ways to build the graph
– Kd-trees and BSP trees are used to generate the cell structure and find
neighbors and portals
– By hand as part of the level design
– Built as part of an automated level generation process
• What makes an environment good for cells and portals?

10/16/2001 CS 638, Fall 2001


Cell Portal Example
• Portals can be one way
A B A B (directed edges)
• Graph is normally
stored in adjacency list
format
C D C D – Each cell stores the
edges (portals) out of it

E F E F

10/16/2001 CS 638, Fall 2001


Cell-Portal Visibility
• Keep track of which cell the viewer is in
• Somehow walk the graph to enumerate all the visible regions
– Can be done as a preprocess to identify the potentially visible set (PVS)
for each cell
• Cell-to-region visibility, or cell-to-object visibility
– Can be done at run-time for a more accurate visible set
• Start at the known viewer location
• Eye-to-region or Eye-to-cell visibility
– Trade-off is between time spent rendering more than is necessary vs.
time spent computing a smaller set
• Depends on the environment, such as the size of cells, density of objects, …

10/16/2001 CS 638, Fall 2001


Potentially Visible Sets
• PVS: The set of cells/regions/objects/polygons that can be
seen from a particular cell
– Generally, choose to identify objects that can be seen
– Trade-off is memory consumption vs. accurate visibility
• Computed as a pre-process
– Have to have a strategy to manage dynamic objects
• Used in various ways:
– As the only visibility computation - render everything in the PVS for
the viewer’s current cell
• LithTech’s visibility strategy (cell-to-region, as far as I can tell)
– As a first step - identify regions that are of interest for more accurate
run-time algorithms

10/16/2001 CS 638, Fall 2001


Cell-to-Cell PVS
• Cell A is in cell B’s PVS if there exist a stabbing line that
originates on a portal of B and reaches a portal of A
– A stabbing line is a line segment intersecting only portals
– Neighbor cells are trivially in the PVS

I J

F PVS for I contains:


H
B D E B, C, E, F, H, J
C
G
A

10/16/2001 CS 638, Fall 2001


Finding Stabbing Lines
R L
L • In 2D, have to find a line that
separates the left edges of the
R portals from the right edges
– A linearly separable set problem
solvable in O(n) where n is the
R L R L number of portals
• In 3D, more complex because
portals are now a sequence of
arbitrarily aligned polygons
– Put rectangular bounding boxes
around each portal and stab those
– O(nlogn) algorithm

10/16/2001 CS 638, Fall 2001


Stab Trees
• A stab tree indicates:
A
A B – The PVS for a cell
A/C – The portal sequences
C to get from one to the
other
C/E C/D2
C D C/D1 • Used in further
E D D
visibility processing
– Restricts number of
D/F cells/portals that
must be looked at
F
E F

10/16/2001 CS 638, Fall 2001


Why Use Cell-to-Cell?
• Most algorithms go further than just cell-to-cell visibility
– It overestimates by quite a lot – gets rid of approx 90% of the model,
when in some cases 99.6% is actually invisible, and better visibility
gets rid of 98% (Teller 91)
– Cost/benefit favors more time on visibility
• But, keeping cell-to-cell visibility is good for dynamic
objects
– It is best to track which cell a moving object is in
• Cells are static, and don’t change with the viewer location
• More on updating this information near the end of the semester
– Draw a moving object if the cell(s) it is in is/are visible

10/16/2001 CS 638, Fall 2001


Why not use Cell-to-Cell?
• Problems:
– Marks all of a cell as potentially visible, even if only a
small portion is potentially visible
• Not good if we are going to list potentially visible objects – have
to list all objects in the cell
– Does not take into account the viewer’s location, so
reports things that the viewer cannot possibly see
• More processing can fix these things

10/16/2001 CS 638, Fall 2001


Cell-To-Region Visibility
• Identify which regions are visible from some point within a
cell
– Then, generally, add objects within region to PVS as a preprocessing
step
– Only render objects in PVS for viewer’s cell at run-time
• Key idea is separating planes (or lines in 2D):
– Lines going through left edge of one portal and right edge of the
other, and vice versa
– In 3D, have to find maximal planes (those that make region biggest)

This picture should remind you


of something (Hint: Think of the
left portal as a light source)

10/16/2001 CS 638, Fall 2001


Cell-To-Region (More)
• If the sequence has multiple portals:
– Find maximal separating lines

• This work originates from many sources, including shadow


computations and mesh generation for radiosity
• More applications of separating and supporting planes later

10/16/2001 CS 638, Fall 2001


Enhancing Cell-to-Anything
• If the viewer cannot go everywhere in the cell, then and
cell-to-something visibility will be too pessimistic
• One solution is to add special cells that the viewer can see
into, but can’t see out of
– Put them in places that the viewer cannot go, but can still see
• Above a certain altitude in outdoor games
• Below the player’s minimum eye level
– Basically implemented as one-way portals
• The portals only exist in the direction into the cell
– Note, doesn’t work if the player should be able to see through
– LithTech calls them Terrain Hulls

10/16/2001 CS 638, Fall 2001


Run-Time Visibility
• PVS approaches are entirely pre-processing
– At run time, just render PVS
• Better results can be obtained with a little run-time
processing
– Sometimes guided by PVS
– It appears that most games don’t bother, the trade-off
favors pre-processed visibility and over-rendering
• At run time the viewer’s location is known, hence
Eye-to-Region visibility
10/16/2001 CS 638, Fall 2001
Eye-to-Cell
• Recall that finding stabbing lines involved finding a line that
passed through all the portals
• The viewer adds some constraints:
– The stabbing line must pass through the eye
– It must be inside the view frustum
• The resulting problem is still reasonably fast to solve
– Results in knowledge of which cells are visible from the eye
– Use the stab tree from the PVS computation to avoid wasting effort
– Further optimization is to keep reducing the view frustum as it
passes through each portal, which leads us to…

10/16/2001 CS 638, Fall 2001


Eye-to-Region Visibility
• Define a procedure renderCell:
– Takes a view frustum and a cell
• Viewer not necessarily in the cell
– Draws the contents of the cell that are in the frustum
– For each portal out of the cell, clips the frustum to that portal and
recurses with the new frustum and the cell beyond the portal
• Make sure not to go to the cell you entered
• Start in the cell containing the viewer, with the full viewing
frustum
• Stop when no more portals intersect the view frustum

10/16/2001 CS 638, Fall 2001


Eye-to-Region Example (1)

View

10/16/2001 CS 638, Fall 2001


Eye-to-Region Example (2)

10/16/2001 CS 638, Fall 2001


Implementation
• Each portal that is passed through contributes some clipping
planes to the frustum
– If the hardware has enough planes, add them as hardware clipping
planes
– Or, clip object bounding volumes against them to determine which
objects to draw
• Mirrors are reasonably easy to deal with
– Flip the view frustum about the mirror
– Add appropriate clipping planes to make sure the right things are
drawn
• A very effective algorithm if the portals are simple

10/16/2001 CS 638, Fall 2001


No Cell or Portals?
• Many scenes do not admit a good cell and portal
structure
– Scenes without large co-planar polygons to act as
blockers or cell walls
– Canonical example is a forest – you can’t see through it,
but no one leaf is responsible
• What can we do?
– Find occluders and use them to cull geometry
– Inverse of cells as portals: Assume all space is open and
explicitly look at places where it is blocked

10/16/2001 CS 638, Fall 2001


Using Occluders (Gems Ch 4.8)
• Assume the occluder is a polygon
supporting planes
– If not, use silhouette of object
• Form clipping planes using the eye
point and the polygon edges
– Supporting planes
• Objects inside all of the occluder’s
clipping planes are NOT visible
– Occluder itself is a clipping plane eye
– Can use tests similar to view frustum
culling, but note that now we trivially
accept as soon as the object is outside a
clipping plane occluder

10/16/2001 CS 638, Fall 2001


Finding Occluders
• Occluders are normally found in a preprocessing step
– Identify sets of occluders with regions of space
– At run time, use occluders from the viewer’s region
• What makes a good occluder?
– Things that occlude lots of stuff
– What properties will a good occluder have?

10/16/2001 CS 638, Fall 2001


Occluder Issues
• Works best when there are large polygons close to the
viewer
– Dashboards are a good example
• Objects can be fused to form large occluders
– Fuse many tree billboards to form a larger occluder
– Put the occluding polygon behind the original polygons
– In other words, the occluding polygons can be specially created and
positioned by a level editor
• Each occluder good for only a limited range of motion
• Problem: If an object is partially hidden by one occluder,
and partially by another, it is hard to determine whether the
entire object is occluded

10/16/2001 CS 638, Fall 2001


Combining Occluders
• Using multiple occluders to hide one object is an active
research problem
– Green’s Hierarchical Z-Buffer builds occluders in screen space and
does occlusion tests in screen space
• Requires special hardware or a software renderer
– Zhang et.al. Hierarchical Occlusion Maps render occluders into a
texture map, then compare objects to the map
• Uses existing hardware, but pay for texture creation operations at every
frame
• Allows for approximate visibility if desired (sometimes don’t draw
things that should be)
– Schaufler et.al. Occluder Fusion builds a spatial data structure of
occluded regions

10/16/2001 CS 638, Fall 2001

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