Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Effective occlusion culling for the interactive display of arbitrary models
Effective occlusion culling for the interactive display of arbitrary models
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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Early culling of the invisible geometric primitives in a complex scene is valuable for efficiency in the conventional rendering pipeline. This may reduce the number of geometric primitives that will be processed in the rest of the pipeline. In this paper, we propose a conservative six degrees of freedom (DoF) incremental occlusion culling method called Delta-Horizon (ΔH). ΔH method is based on constructing an occlusion horizon (OH), which is a set of connected lines passing just above all visible primitives, for culling the invisible primitives beyond. Utilizing the coherence of occluders enables the incremental update of OH in consecutive frames. Although ΔH method may work in image space, we utilize polar coordinates and build OH in object space. This not only facilitates a quick update of OH, but also overcomes the drawbacks of previous OH methods such as viewing in six DoF, occlusion culling within up-to-360-degree viewing frustums in one pass and camera zooming without additional cost.