Information
- Publication Type: Article in a Book
- Workgroup(s)/Project(s):
- Date: March 2009
- Booktitle: SHADERX7: Advanced Rendering Techniques
- Chapter: 8.3
- Editor: Wolfang Engel
- ISBN: 1-58450-598-2
- Pages (from): 637
- Pages (to): 653
- Publisher: Charles River Media
- Volume: 7
- Keywords: real-time rendering, occlusion culling
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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BibTeX
@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 = "real-time rendering, occlusion culling",
URL = "https://www.cg.tuwien.ac.at/research/publications/2009/BITTNER-2009-GEFOC/",
}