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Thread: Current literature / benchmarks for visibility computation on the CPU

  1. #1
    Intern Contributor
    Join Date
    Aug 2009
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    78

    Current literature / benchmarks for visibility computation on the CPU

    Hi eveyone!

    I have a triangle mesh. For each vertex of that mesh i want to determine, wether it is visible from the a camera position or not, i.e. wether it the vertex is inside the viewing frustum, showing its front-face and is not occluded by parts of the mesh (triangle-) surface. With a GPU this is trivial and fast.
    However, now i am interested in how fast this problem could be solved on a cpu by applying whatever kind of algorithm. (to get an idea of the CPU-GPU gap for this problem and underline the superior speed of the GPU (if there is) )

    Could anyone point me to

    - current literature where such or very similar comparisons have been done
    or
    - to state-of-the-art implementations of CPU-based algorithms in that area that are or could easily be used to create benchmarks for this?


    Thanks.

  2. #2
    Junior Member Newbie
    Join Date
    Nov 2012
    Posts
    24
    Hello.

    Here's an excellent article that presents several methods to achieve this:

    http://www.lighthouse3d.com/tutorial...ustum-culling/

  3. #3
    Intern Contributor
    Join Date
    Aug 2009
    Posts
    78
    Thanks for the reply. However, your link only deals with frustum culling. I am looking to completely determine vertex visibility, i.e. a method that excludes vertices hidden by other geomerty.
    Also i am NOT looking for a mathematical explanation of how this could be done or just ANY algorithm, but for a competetive one.

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