Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Preprocessing occlusion for real-time selective refinement
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Rendering on a budget: a framework for time-critical rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Octreemizer: a hierarchical approach for interactive roaming through very large volumes
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Level of detail based occlusion culling for dynamic scenes
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
GPU-based ray casting of stacked out-of-core height fields
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
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Modern graphics cards support occlusion culling in hardware. We present a three pass algorithm, which makes efficient use of this feature. Our geo-scientific sub-surface data sets consist typically of a set of high resolution height fields, polygonal objects, and volume slices and lenses. For each height field, we compute a low and high resolution version in a pre-process and divide both into sets of corresponding tiles. For each tile and for the polygonal objects, the first rendering pass computes a z-buffer image using the low resolution tiles, the polygonal objects and the non-transparent volume objects. During the second pass, we render the same objects against the z-buffer of the first pass while submitting an occlusion query with each object. The third pass reads this occlusion information back from the graphics hardware and renders only those high resolution objects, for which the corresponding low resolution objects were not completely occluded. To avoid fill rate bottle necks, the first two passes may be rendered to a low resolution window. Our implementation shows frame rate improvements for all test cases while introducing only a small overhead and no or hardly noticeable errors. Our non-conservative approach does not require front to back sorting and it works for dynamic scenes.