Visibility-Culling-Based Geometric Rendering of Large-Scale Particle Data

Huawei Wang, Xiao Li, Yi Cao, Zhiwei Ai, Pingjun Xu · 2016

A visibility-culling-based geometric rendering algorithm is proposed in this paper so as to visualize large-scale particle data efficiently. In the algorithm, the particles are culled based on their visibility at two granularities. All data patches beyond the OpenGL view frustum are firstly thrown away as a coarse culling. And then, the remaining particles will be judged their visibility based on a nine spheres occluding rule. All invisible particles will be further thrown away. Subsequently, if a particle sphere is actually rendered, it will be discretized adaptively with a proper resolution according to its projection width on the screen. The experiments demonstrate that the proposed algorithm can effectively cull the occluded particles and efficiently render large-scale particle data on distributed-memory parallel computers.

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