A View-Frustum Culling Technique Using OpenGL for Large Polygon Models

OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법

  • 조두연 (서울대학교 조선해양공학과 대학원) ;
  • 정성준 (서울대학교 조선해양공학과 대학원) ;
  • 이규얼 (서울대학교 조선해양공학과 및 해양시스템 공학연구소) ;
  • 김태완 (세종대학교 디지털콘텐츠학과) ;
  • 최항순 (서울대학교 조선해양공학과 및 해양시스템 공학연구소) ;
  • 성우제 (서울대학교 조선해양공학과 및 해양시스템 공학연구소)
  • Published : 2001.11.30

Abstract

With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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