CHC++: Coherent Hierarchical Culling Revisited

Oliver Mattausch, Jiří Bittner, Michael Wimmer
CHC++: Coherent Hierarchical Culling Revisited
Computer Graphics Forum (Proceedings Eurographics 2008), 27(2):221-230, April 2008. [ draft]
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Abstract

We present a new algorithm for efficient occlusion culling using hardware occlusion queries. The algorithm significantly improves on previous techniques by making better use of temporal and spatial coherence of visibility. This is achieved by using adaptive visibility prediction and query batching. As a result of the new optimizations the number of issued occlusion queries and the number of rendering state changes are significantly reduced. We also propose a simple method for determining tighter bounding volumes for occlusion queries and a method which further reduces the pipeline stalls. The proposed method provides up to an order of magnitude speedup over the previous state of the art. The new technique is simple to implement, does not rely on hardware calibration and integrates well with modern game engines.

Additional Files and Images

Additional images and videos:
multiqueries-video multiqueries-video: video of multiquery accumulation in the vienna scene
walkthrough-videos walkthrough-videos: used walkthroughs in powerplant
Additional files:
draft
draft
EG slides
EG slides




BibTeX

Download BibTeX-Entry
@article{mattausch-2008-CHC,
  title =      "CHC++: Coherent Hierarchical Culling Revisited",
  author =     "Oliver Mattausch and Ji{\v r}{\' i} Bittner and Michael
               Wimmer",
  year =       "2008",
  abstract =   "We present a new algorithm for efficient occlusion culling
               using hardware occlusion queries. The algorithm
               significantly improves on previous techniques by making
               better use of temporal and spatial coherence of visibility.
               This is achieved by using adaptive visibility prediction and
               query batching. As a result of the new optimizations the
               number of issued occlusion queries and the number of
               rendering state changes are significantly reduced. We also
               propose a simple method for determining tighter bounding
               volumes for occlusion queries and a method which further
               reduces the pipeline stalls.  The proposed method provides
               up to an order of magnitude speedup over the previous state
               of the art. The new technique is simple to implement, does
               not rely on hardware calibration and integrates well with
               modern game engines.",
  pages =      "221--230",
  month =      apr,
  number =     "2",
  event =      "EUROGRAPHICS 2008",
  issn =       "0167-7055",
  journal =    "Computer Graphics Forum (Proceedings Eurographics 2008)",
  volume =     "27",
  location =   "Crete",
  keywords =   "temporal coherence, dynamic occlusion culling, occlusion
               queries",
  URL =        "http://www.cg.tuwien.ac.at/research/publications/2008/mattausch-2008-CHC/",
}