Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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We present an efficient occlusion culling algorithm for interactive rendering of large complex virtual scene with high depth complexity. Our method exploits both spatial and temporal coherence of visibility. A space hierarchy of scene is constructed and its nodes are rendered in an approximate front-to-back order. Nodes in view frustum are inserted into one of layered node lists, called layered buffers(LBs), according to its distance to the view point. Each buffer in the LBs is rendered with hardware occlusion queries. Using a visibility predictor(VP) for each node and interleaving occlusion queries with rendering, we reduce the occlusion queries count and graphics pipeline stalls greatly. This occlusion culling algorithm can work in a conservative way for high image quality rendering or in an approximate way for time critical rendering. Experimental results of different types of virtual scene are provided to demonstrate its efficiency and generality.