
Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful
Jiří Bittner, Michael Wimmer, Harald Piringer, Werner PurgathoferCoherent Hierarchical Culling: Hardware Occlusion Queries Made Useful
Computer Graphics Forum, 23(3):615-624, September 2004. [
Content:
Information
- Publication Type: Journal Paper with Conference Talk
- Date (from): 30.8.2004
- Date (to): 3.9.2004
- Event: EUROGRAPHICS 2004
- ISSN: 0167-7055
- Lecturer: Michael Wimmer
- Location: Grenoble, France
- Note: Proceedings EUROGRAPHICS 2004
- Keywords: occlusion query, visibility, real-time rendering, occlusion culling
Abstract
We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of query results. We reuse the results of the occlusion queries from the last frame in order to initiate and schedule the queries in the next frame. This is done by processing nodes of a spatial hierarchy in front-to-back order, interleaving occlusion queries with the rendering of certain previously visible nodes. The proposed scheduling of the queries makes use of spatial and temporal coherence of visibility. Despite its simplicity, the algorithm achieves good culling efficiency for scenes of various characteristics. The implementation of the algorithm is straightforward, and it can be easily integrated in existing real-time rendering packages using various spatial data structures.Additional Files and Images
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@article{Bittner-2004-CHC,
title = "Coherent Hierarchical Culling: Hardware Occlusion Queries
Made Useful",
author = "Ji{\v r}{\' i} Bittner and Michael Wimmer and Harald
Piringer and Werner Purgathofer",
year = "2004",
abstract = "We present a simple but powerful algorithm for optimizing
the usage of hardware occlusion queries in arbitrary complex
scenes. Our method minimizes the number of issued queries
and reduces the delays due to the latency of query results.
We reuse the results of the occlusion queries from the last
frame in order to initiate and schedule the queries in the
next frame. This is done by processing nodes of a spatial
hierarchy in front-to-back order, interleaving occlusion
queries with the rendering of certain previously visible
nodes. The proposed scheduling of the queries makes use of
spatial and temporal coherence of visibility. Despite its
simplicity, the algorithm achieves good culling efficiency
for scenes of various characteristics. The implementation of
the algorithm is straightforward, and it can be easily
integrated in existing real-time rendering packages using
various spatial data structures.",
pages = "615--624",
month = sep,
number = "3",
note = "Proceedings EUROGRAPHICS 2004",
event = "EUROGRAPHICS 2004",
issn = "0167-7055",
journal = "Computer Graphics Forum",
volume = "23",
location = "Grenoble, France",
keywords = "occlusion query, visibility, real-time rendering, occlusion
culling",
URL = "http://www.cg.tuwien.ac.at/research/publications/2004/Bittner-2004-CHC/",
}