Amortized efficiency of list update and paging rules
Communications of the ACM
New results on server problems
SIAM Journal on Discrete Mathematics
Journal of Algorithms
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Online computation and competitive analysis
Online computation and competitive analysis
Proceedings of the ninth annual ACM-SIAM symposium on Discrete algorithms
Competive Analysis of Randomized Paging Algorithms
ESA '96 Proceedings of the Fourth Annual European Symposium on Algorithms
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Cost-aware WWW proxy caching algorithms
USITS'97 Proceedings of the USENIX Symposium on Internet Technologies and Systems on USENIX Symposium on Internet Technologies and Systems
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
ACM SIGACT News
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Modern computer graphics systems are able to render sophisticated 3D scenes consisting of millions of polygons. For most camera positions only a small collection of these polygons is visible. We address the problem of occlusion culling, i.e., determine hidden primitives. Aila, Miettinen, and Nordlund suggested to implement a FIFO buffer on graphics cards which is able to delay the polygons before drawing them [2]. When one of the polygons within the buffer is occluded or masked by another polygon arriving later from the application, the rendering engine can drop the occluded one without rendering, saving important rendering time. We introduce a theoretical online model to analyse these problems in theory using competitive analysis. For different cost measures we invent the first competitive algorithms for online occlusion culling. Our implementation shows that these algorithms outperform the FIFO strategy for real 3D scenes as well.