
Real-Time Occlusion Culling With A Lazy Occlusion Grid
Heinrich Hey, Robert F. Tobler, Werner PurgathoferReal-Time Occlusion Culling With A Lazy Occlusion Grid
TR-186-2-01-02, January 2001 [
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- Publication Type: Technical Report
- Keywords: hardware accelerated rendering, real-time rendering, visibility, occlusion culling
Abstract
We present a new conservative image-based occlusion culling method to increase the speed of hardware accelerated rendering of very complex general scenes which may consist of millions of polygons without time-expensive preprocessing. The method is based on a low-resolution grid upon a conventional z-buffer or an occlusion-buffer. This grid is updated in a lazy manner which reduces the number of expensive occlusion queries at pixel-level significantly compared to a busy update. It allows fast decisions if an object is occluded or potentially visible. The grid 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. We show that the method works efficiently on today´s available hardware and we compare lazy and busy updates.Additional Files and Images
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@techreport{Hey-2001-ReaX,
title = "Real-Time Occlusion Culling With A Lazy Occlusion Grid",
author = "Heinrich Hey and Robert F. Tobler and Werner Purgathofer",
year = "2001",
abstract = "We present a new conservative image-based occlusion culling
method to increase the speed of hardware accelerated
rendering of very complex general scenes which may consist
of millions of polygons without time-expensive
preprocessing. The method is based on a low-resolution grid
upon a conventional z-buffer or an occlusion-buffer. This
grid is updated in a lazy manner which reduces the number of
expensive occlusion queries at pixel-level significantly
compared to a busy update. It allows fast decisions if an
object is occluded or potentially visible. The grid 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. We show that the method works
efficiently on today´s available hardware and we compare
lazy and busy updates.",
address = "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
institution = "Institute of Computer Graphics and Algorithms, Vienna
University of Technology",
note = "human contact: technical-report@cg.tuwien.ac.at",
month = jan,
number = "TR-186-2-01-02",
keywords = "hardware accelerated rendering, real-time rendering,
visibility, occlusion culling",
URL = "http://www.cg.tuwien.ac.at/research/publications/2001/Hey-2001-ReaX/",
}