最新评论
Re:dPVS - Visibility Optimization hadisi 2009-07-22 15:04
[quote]cmm:<a href="http://www.hybrid.fi/main/dpvs/download.php" target="_new" rel="nofollow">http://www.hybrid.fi/main/dpvs/download.php</a>
<br>这个链接已经不能下载了啊,重定向到nvidia的主页上了!
<br>您有down下来的library和manual的话,可以发给我一份吗?[/quote]
我也是,如果有能发给我一份吗?谢谢了。
m_zhoubo@sohu.com
re: Occlusion System 游民一族 2008-10-18 17:40
呵呵,对Occlusion Culling很有兴趣,请问有什么文档(论文或者任何相关的网页啥的)或者代码可以共享么?如果有的话,并且有时间的话,请给我发一份o(∩_∩)o...
邮箱: leafyoung88#hotmail.com
邮箱: leafyoung88#hotmail.com
re: dPVS - Visibility Optimization cmm 2008-06-30 16:31
http://www.hybrid.fi/main/dpvs/download.php
这个链接已经不能下载了啊,重定向到nvidia的主页上了!
您有down下来的library和manual的话,可以发给我一份吗?
这个链接已经不能下载了啊,重定向到nvidia的主页上了!
您有down下来的library和manual的话,可以发给我一份吗?
re: Occlusion System Nudge 2006-11-21 11:43
楼主有dPVS: An Occlusion Culling System for Massive Dynamic Environments的论文的电子版吗?有的话请帮忙发到我的邮箱qbowater@gmail.com
网上的要掏钱买。。。郁闷
网上的要掏钱买。。。郁闷
re: Open Standards for Real-Time 3D Communication jiangwei 2006-08-09 23:15
这东西现在好像被遗弃了吧,colloda现在才红的发紫。
re: Open Standards for Real-Time 3D Communication m17 2006-07-01 13:37
支持
re: Occlusion System 3x 2005-06-09 09:16
3x for the introduction about the dPVS...
re: Occlusion System Student 2005-06-09 09:14
up
re: Occlusion System antsam 2005-04-09 23:14
dpvs确实综合了HZB、HOM和Lazy Occlusion,dpvs最大的有点还在于选择Occluder的算法,相当于有个反馈电路,使之选择的Occluder不限制于某类有特殊特征的物体,而是根据其以前n帧的表现和前一帧的表现的综合。
Image space相对于object space的最大优点就是在于occlusion fusion上。
从某种角度上来说dPVS不仅适用室内还使用室外的城市场景,同时还可以用于地表的绘制。
dPVS相对于以前的Occlusion算法有两个优点:
1、当遮挡情况差的时候,速度不会比没用occlusion culling的算法慢;
2、当遮挡情况耗的时候,速度会比没用Occlusion Culling的算法快很多。
Image space相对于object space的最大优点就是在于occlusion fusion上。
从某种角度上来说dPVS不仅适用室内还使用室外的城市场景,同时还可以用于地表的绘制。
dPVS相对于以前的Occlusion算法有两个优点:
1、当遮挡情况差的时候,速度不会比没用occlusion culling的算法慢;
2、当遮挡情况耗的时候,速度会比没用Occlusion Culling的算法快很多。
re: Occlusion System Fisuc 2005-03-29 21:18
Occlusion Culling II
What we have mentioned is that Occlusion Culling contains the type of Point and Region Based Algorithms. It also has to do with Potentially Visible Sets which can deal with Static and Dynamic Objects in different Applications. Quake’s PVS is Static, while Unreal’s PVS is Dynamic. However, Portal is a special facet, it is come from View Frustum Culling, but extend the basic use and also belong to the Occlusion Culling in Object-Precision.
Both Hierarchical Z-Buffer and Hierarchical Occlusion Map are built upon the Image-Precision Ideal. Maybe they have not been supported by current Hardware, i don’t know whether dPVS really carries out them ?
i have just taken a little look at the online documents of dPVS, the features it contains:
Output-sensitive visibility framework for dynamic scenes with zero pre-processing;
Occlusion culling with occluder fusion and dynamic occluders;
Unreal Engine have just taken advantage of the Portal-Based Algorithms so many years, that is they Calculate the Visibility Information of Static and Dynamic Scenes at Runtime without any Preprocessing.
As I know, there has been some Algorithms which support Occlusion Culling and Dynamic Occluders. Such as Occlusion Tree, it is derived from the Shadow Frusta Culling. The algorithm will make the Occlusion Tree and Fuse the Preselected Occluders. And it can check the Dynamic Objects of Occluders.
What we have mentioned is that Occlusion Culling contains the type of Point and Region Based Algorithms. It also has to do with Potentially Visible Sets which can deal with Static and Dynamic Objects in different Applications. Quake’s PVS is Static, while Unreal’s PVS is Dynamic. However, Portal is a special facet, it is come from View Frustum Culling, but extend the basic use and also belong to the Occlusion Culling in Object-Precision.
Both Hierarchical Z-Buffer and Hierarchical Occlusion Map are built upon the Image-Precision Ideal. Maybe they have not been supported by current Hardware, i don’t know whether dPVS really carries out them ?
i have just taken a little look at the online documents of dPVS, the features it contains:
Output-sensitive visibility framework for dynamic scenes with zero pre-processing;
Occlusion culling with occluder fusion and dynamic occluders;
Unreal Engine have just taken advantage of the Portal-Based Algorithms so many years, that is they Calculate the Visibility Information of Static and Dynamic Scenes at Runtime without any Preprocessing.
As I know, there has been some Algorithms which support Occlusion Culling and Dynamic Occluders. Such as Occlusion Tree, it is derived from the Shadow Frusta Culling. The algorithm will make the Occlusion Tree and Fuse the Preselected Occluders. And it can check the Dynamic Objects of Occluders.
re: Particle System capken 2005-03-09 13:14
应该顺便把作者,所发的期刊名也写上!这样查起来方便些!

