Retrieving occluded faces given a rectangular region










0















I am trying to do a click-and-drag selection to select all the visible faces of a model (similar to those in 3D modelling software such as Blender).



Initially I am thinking of using line intersection to find all the occluded faces in the scene: for every pixel in the viewport, trace a line into the scene and find the first intersection. Then the list of occluded faces would be the ones that did not get intersected. But then after experimentation I realized that this method is very slow.



I heard of another method which goes something like:



  1. Assigning a unique color for each primitive.

  2. Project all those onto a virtual plane coincides with the viewport

  3. From the projected pixels, if the colors corresponding to a primitive are not present, then it is occluded.

The problem is that I have no idea how to go about creating such a "virtual" plane, and at the same time not revealing it to the end-user. Any help or better idea to solve this?










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  • the term to search for is "framebuffer"

    – kmdreko
    Nov 16 '18 at 5:32











  • Search for OpenGL picking hack

    – Nadir
    Nov 16 '18 at 10:32















0















I am trying to do a click-and-drag selection to select all the visible faces of a model (similar to those in 3D modelling software such as Blender).



Initially I am thinking of using line intersection to find all the occluded faces in the scene: for every pixel in the viewport, trace a line into the scene and find the first intersection. Then the list of occluded faces would be the ones that did not get intersected. But then after experimentation I realized that this method is very slow.



I heard of another method which goes something like:



  1. Assigning a unique color for each primitive.

  2. Project all those onto a virtual plane coincides with the viewport

  3. From the projected pixels, if the colors corresponding to a primitive are not present, then it is occluded.

The problem is that I have no idea how to go about creating such a "virtual" plane, and at the same time not revealing it to the end-user. Any help or better idea to solve this?










share|improve this question
























  • the term to search for is "framebuffer"

    – kmdreko
    Nov 16 '18 at 5:32











  • Search for OpenGL picking hack

    – Nadir
    Nov 16 '18 at 10:32













0












0








0








I am trying to do a click-and-drag selection to select all the visible faces of a model (similar to those in 3D modelling software such as Blender).



Initially I am thinking of using line intersection to find all the occluded faces in the scene: for every pixel in the viewport, trace a line into the scene and find the first intersection. Then the list of occluded faces would be the ones that did not get intersected. But then after experimentation I realized that this method is very slow.



I heard of another method which goes something like:



  1. Assigning a unique color for each primitive.

  2. Project all those onto a virtual plane coincides with the viewport

  3. From the projected pixels, if the colors corresponding to a primitive are not present, then it is occluded.

The problem is that I have no idea how to go about creating such a "virtual" plane, and at the same time not revealing it to the end-user. Any help or better idea to solve this?










share|improve this question
















I am trying to do a click-and-drag selection to select all the visible faces of a model (similar to those in 3D modelling software such as Blender).



Initially I am thinking of using line intersection to find all the occluded faces in the scene: for every pixel in the viewport, trace a line into the scene and find the first intersection. Then the list of occluded faces would be the ones that did not get intersected. But then after experimentation I realized that this method is very slow.



I heard of another method which goes something like:



  1. Assigning a unique color for each primitive.

  2. Project all those onto a virtual plane coincides with the viewport

  3. From the projected pixels, if the colors corresponding to a primitive are not present, then it is occluded.

The problem is that I have no idea how to go about creating such a "virtual" plane, and at the same time not revealing it to the end-user. Any help or better idea to solve this?







opengl






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share|improve this question













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edited Nov 16 '18 at 14:42









genpfault

42.5k954100




42.5k954100










asked Nov 16 '18 at 5:07









John TanJohn Tan

587617




587617












  • the term to search for is "framebuffer"

    – kmdreko
    Nov 16 '18 at 5:32











  • Search for OpenGL picking hack

    – Nadir
    Nov 16 '18 at 10:32

















  • the term to search for is "framebuffer"

    – kmdreko
    Nov 16 '18 at 5:32











  • Search for OpenGL picking hack

    – Nadir
    Nov 16 '18 at 10:32
















the term to search for is "framebuffer"

– kmdreko
Nov 16 '18 at 5:32





the term to search for is "framebuffer"

– kmdreko
Nov 16 '18 at 5:32













Search for OpenGL picking hack

– Nadir
Nov 16 '18 at 10:32





Search for OpenGL picking hack

– Nadir
Nov 16 '18 at 10:32












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