Reduced Z-buffer for 3D Occlusion Culling

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Solution Overview

Problem

The Z-buffer method for hidden surface removal in 3D computer graphics requires significant memory and processing resources, and existing occlusion culling techniques become inefficient with complex positional relationships between numerous objects.

Innovation Solution

The method employs a reduced Z-buffer with representative Z values for pixel blocks and uses external and internal volumes to determine if objects are visible, updating Z values and performing culling tests to exclude hidden objects from rendering targets.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If a full-resolution Z-buffer is used for hidden surface removal, then rendering accuracy is maintained, but memory usage and processing cost increase significantly

Engineering Contradiction:
Improverendering accuracyVSAvoidmemory usage
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent divides the screen into multiple pixel blocks and creates a reduced Z-buffer with lower resolution than the full frame buffer. Each element in the reduced Z-buffer represents a group of pixels rather than individual pixels, significantly reducing memory requirements while maintaining sufficient depth information for occlusion culling decisions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a hierarchical structure with two levels: reduced Z-buffer for coarse-depth comparison and full-resolution Z-buffer for fine-depth comparison. This multi-resolution approach allows the system to use less memory for common operations while preserving high precision when needed, effectively adding a resolution dimension to the depth buffer system.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Productivity

If traditional occlusion culling with bounding volumes is used, then hidden objects are excluded from rendering, but computation cost increases with complex positional relationships between numerous objects

Engineering Contradiction:
Improverendering efficiencyVSAvoidcomputation cost
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent performs preliminary depth comparison using the reduced Z-buffer before committing to full rendering of objects. By checking the depth relationship between objects against the reduced Z-buffer data in advance, the system can quickly identify and cull hidden objects without performing complex bounding volume intersection tests, reducing computation cost especially when objects have complex positional relationships.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent creates a simplified copy of the depth information in the reduced Z-buffer that represents the depth landscape at lower resolution. This copy is used for preliminary occlusion culling decisions, avoiding the need to perform expensive real-time bounding volume calculations for every object pair, thus improving rendering efficiency while managing computation cost.

Inventive Principle:
Principle #26Copying

3Productivity

If hierarchical Z-buffer with multiple resolutions is generated, then hidden surface removal efficiency is improved, but processing cost increases due to stepwise resolution reduction

Engineering Contradiction:
Improvehidden surface removal efficiencyVSAvoidprocessing time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent pre-generates the reduced Z-buffer at lower resolution before the main rendering process. This preliminary depth map is created once and then reused for multiple occlusion culling operations, avoiding the need to repeatedly perform stepwise resolution reduction during rendering, thus improving hidden surface removal efficiency while minimizing additional processing time.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses a reduced Z-buffer that provides partial depth information coverage rather than complete per-pixel depth data. This partial action approach is sufficient for occlusion culling purposes, allowing the system to achieve good hidden surface removal efficiency without investing the excessive processing time required to generate and maintain full-resolution depth information at all times.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS7948487B2Occlusion culling method and rendering processing apparatus
Publication Date: 2011.05.24 SONY INTERACTIVE ENTERTAINMENT LLC
  • US7948487B2 patent drawing
  • US7948487B2 patent drawing
  • US7948487B2 patent drawing

AI summary

A rendering processing apparatus is provided which performs occlusion culling for excluding from rendering targets a hidden object behind another object as seen from a point of view, when given a plurality of objects. An object input unit stores a plurality of objects in an object storing unit. An internal volume generating unit generates an internal volume which is included in a target object. A reduced Z-buffer updating unit updates a reduced Z-buffer based on the internal volume. An external volume generating unit generates an external volume which includes the target object subject to culling test. A culling determination unit consults the reduced Z-buffer and performs a Z culling test on the target object based on the external volume.