A general algorithm for output-sensitive visibility preprocessing

  • Authors:
  • Samuli Laine

  • Affiliations:
  • Helsinki University of Technology

  • Venue:
  • Proceedings of the 2005 symposium on Interactive 3D graphics and games
  • Year:
  • 2005

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Abstract

Occlusion culling based on precomputed visibility information is a standard method for accelerating the rendering in real-time graphics applications. In this paper we present a new general algorithm that performs the visibility precomputation for a group of viewcells in an output-sensitive fashion. This is achieved by exploiting the directional coherence of visibility between adjacent viewcells. The algorithm is independent of the underlying from-region visibility solver and is therefore applicable to exact, conservative and aggressive visibility solvers in both 2D and 3D.