SIGGRAPH '93 Proceedings of the 20th 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
Visibility culling using hierarchical occlusion maps
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
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Occlusion culling for sub-surface models in geo-scientific applications
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
GPU-Based Interactive, Stereoscopic Visualization of Automotive Crash Simulations
IEEE Computer Graphics and Applications
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
An augmented reality application framework for complex equipment collaborative maintenance
CDVE'11 Proceedings of the 8th international conference on Cooperative design, visualization, and engineering
Semantic visualization of 3D urban environments
Multimedia Tools and Applications
An interactive perceptual rendering pipeline using contrast and spatial masking
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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This paper presents a non-conservative occlusion culling technique for dynamic scenes with animated or user-manipulated objects. We use a multi-pass algorithm, which decides the visibility based on low level of detail representations of the geometric models. Our approach makes efficient use of hardware support for occlusion queries and avoids stalling the graphics pipeline. We have tested our approach for large real-world models from different areas. Our results show that the algorithm performs well for medium complex scenes with 5 to 20 million triangles, with a very low number of hardly noticeable pixel errors, typically in the range of 0.02 percent of the total number of visible pixels.