Game-Engine-Friendly Occlusion Culling

Jiří Bittner, Oliver Mattausch, Michael Wimmer
Game-Engine-Friendly Occlusion Culling
In SHADERX7: Advanced Rendering Techniques, pages 637-653, March 2009
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Abstract

This article presents a method which minimizes the overhead associated with occlusion queries. The method reduces the number of required state changes and should integrate easily with most game engines. The key ideas are batching of the queries and interfacing with the game engine using a dedicated render queue. We also present some additional optimizations which reduce the number of queries issued as well as the number of rendered primitives. The algorithm is based on the well-known Coherent Hierarchical Culling algorithm.

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@incollection{BITTNER-2009-GEFOC,
  title =      "Game-Engine-Friendly Occlusion Culling",
  author =     "Ji{\v r}{\' i} Bittner and Oliver Mattausch and Michael
               Wimmer",
  year =       "2009",
  abstract =   "This article presents a method which minimizes the overhead
               associated with occlusion queries. The method reduces the
               number of required state changes and should integrate easily
               with most game engines. The key ideas are batching of the
               queries and interfacing with the game engine using a
               dedicated render queue. We also present some additional
               optimizations which reduce the number of queries issued as
               well as the number of rendered primitives. The algorithm is
               based on the well-known Coherent Hierarchical Culling
               algorithm.",
  month =      mar,
  booktitle =  "SHADERX7:  Advanced Rendering Techniques",
  chapter =    "8.3",
  editor =     "Wolfang Engel",
  isbn =       "1-58450-598-2",
  publisher =  "Charles River Media",
  volume =     "7",
  keywords =   "occlusion culling, real-time rendering",
  URL =        "http://www.cg.tuwien.ac.at/research/publications/2009/BITTNER-2009-GEFOC/",
}