Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th 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
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
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Generation of Decomposition Hierarchies for Efficient Occlusion Culling of Large Polygonal Models
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
State of the art in modeling and rendering
ACM SIGGRAPH 2007 courses
Technical Section: Accelerated MIP based on GPU using block clipping and occlusion query
Computers and Graphics
Granular visibility queries on the GPU
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Optimized HLOD refinement driven by hardware occlusion queries
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Shadow caster culling for efficient shadow mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
Approximative occlusion culling using the hull tree
Proceedings of Graphics Interface 2011
Occlusion culling in Alan Wake
ACM SIGGRAPH 2011 Talks
Coherent culling and shading for large molecular dynamics visualization
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Hi-index | 0.00 |
The most efficient general occlusion culling techniques are based on hardware accelerated occlusion queries. Although in many cases these techniques can considerably improve performance, they may still reduce efficiency compared to simple view frustum culling, especially in the case of low depth complexity. This prevented the broad use of occlusion culling in most commercial applications. In this paper we present a new conservative method to solve this problem, where the main idea is to use a statistical model describing the occlusion probability for each occlusion query in order to reduce the number of wasted queries which are the reason for the reduction in rendering speed. We also describe an abstract parameterized model for the graphics hardware performance. The parameters are easily measurable at startup and thus the model can be adapted to the graphics hardware in use. Combining this model with the estimated occlusion probability our method is able to achieve a near optimal scheduling of the occlusion queries. The implementation of the algorithm is straightforward and it can be easily integrated in existing real-time rendering packages based on common hierarchical data structures.