Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Hierarchical polygon tiling with coverage masks
SIGGRAPH '96 Proceedings of the 23rd 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
Extending graphics hardware for occlusion queries in OpenGL
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Occlusion culling with optimized hierarchical buffering
ACM SIGGRAPH 99 Conference abstracts and applications
Real-time rendering
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We present a new conservative image-space occlusion culling method to increase the rendering speed of very large general scenes on today's available hardware without time-expensive preprocessing. The method is based on a low-resolution grid upon a conventional z-buffer. The occlusion information in the grid is updated in a lazy manner. In comparison to related methods this significantly reduces the number of pixels that have to be read from the z-buffer. The grid allows fast decisions if an object is occluded or potentially visible. It is used together with a bounding volume hierarchy that is traversed in a front-to-back order and which allows to cull large parts of the scene at once. A special front-to-back traversal is used if no pixel-level query for the furthest z-value of an image area is available. We show that the method works efficiently on today's available hardware and we compare it with related methods.