Occlusion-Driven Scene Sorting for Efficient Culling
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Date
2006Author
Staneker, Dirk
Bartz, Dirk
Wolfgang, Strasser
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Image space occlusion culling is a powerful approach to reduce the rendering load of large polygonal models. However, occlusion culling is not for free; it trades overhead costs with the rendering costs of the possibly occluded geometry. Meanwhile, occlusion queries based on image space occlusion culling are supported on modern graphics hardware. However, a significant consumption of fillrate bandwidth and latency costs are associated with these queries.In this paper, we propose new techniques to reduce redundant occlusion queries. Our approach uses several "Occupancy Maps" to organize scene traversal. The respective information is accumulated efficiently by hardware-supported asynchronous occlusion queries. To avoid redundant requests, we arrange these multiple occlusion queries according to the information of the Occupancy Maps. Our presented technique is conservative and benefits from a partial depth order of the geometry.
BibTeX
@article {10.1111:j.1467-8659.2006.00992.x,
journal = {Computer Graphics Forum},
title = {{Occlusion-Driven Scene Sorting for Efficient Culling}},
author = {Staneker, Dirk and Bartz, Dirk and Wolfgang, Strasser},
year = {2006},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2006.00992.x}
}
journal = {Computer Graphics Forum},
title = {{Occlusion-Driven Scene Sorting for Efficient Culling}},
author = {Staneker, Dirk and Bartz, Dirk and Wolfgang, Strasser},
year = {2006},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2006.00992.x}
}