Title: Efficient Occlusion Culling using Solid Occluders
Authors: Papaioannou, Georgios
Gaitatzes, Athanasios
Christopoulos, Dimitrios
Citation: WSCG '2006: Full Papers Proceedings: The 14-th international Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 – February 2, 2006, p. 87-94.
Issue Date: 2006
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
URI: http://wscg.zcu.cz/WSCG2006/Papers_2006/Full/!WSCG2006_Full_Proceedings_Final.pdf
ISBN: 80-86943-03-8
Keywords: virtuální realita;viditelnost;počítačové hry;dynamické prostředí
Keywords in different language: virtual reality;visibility;computer games;dynamic environment
Abstract: Occlusion culling is a genre of algorithms for rapidly eliminating portions of three-dimensional geometry hidden behind other, visible objects prior to passing them to the rendering pipeline. In this paper, an extension to the popular shadow frustum culling algorithm is presented, which takes into account the fact that many planar occluders can be grouped into compound convex solids, which in turn can provide fewer and larger culling frusta and therefore more efficient elimination of hidden geometry. The proposed method combines planar and solid occluders using a unified selection approach and is ideal for dynamic environments, as it doesn’t depend on precalculated visibility data. The solid occluders culling algorithm has been applied to commercially deployed virtual reality systems and test cases and results are provided from actual virtual reality shows.
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG '2006: Full Papers Proceedings

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