A Prioritized-Layered Projection (PLP) method and
system for optimizing the rendering high-depth complexity scenes. Objects in each frame are prioritized with an
estimation of the visible set within the rendered frame. A priority order for only the primitives in visible sets within the frame are computed "
on demand" to maximize the likelihood of rendering visible primitives before rendering occluded ones. For a fixed budget, such as, time or number of triangles, rendering is constrained to a geometry budgeted priority. The method includes two main steps: an occupancy-based tessellation of space; and a
solidity-based traversal
algorithm. By first computing an occupancy-based tessellation of space, more cells result where there are more geometric primitives. In this spatial tessellation, each
cell is assigned a "
solidity" value directly proportional to its likelihood of occluding other cells. In its simplest form, a
cell's
solidity value is directly proportional to the number of primitives contained within the
cell. Cells are marked for projection, and the geometric primitives contained within the marked cells are rendered.
Cell solidity, and other view-dependent information determines the order cells are rendered.