Occluder Generation for Buildings in Digital Games
Abstract
Occlusion culling has become a prevalent method in modern game engines. It can significantly reduce the rendering cost by using an approximate coarse mesh (occluder) for culling hidden objects. An ideal occluder should use as few faces as possible to represent the high-resolution input mesh with a high culling accuracy. We address the open problem of automatic occluder generation for 3D building models with complex topology and interior structures. Our method first generates two coarse sets of faces via patch-based and voxel-based mesh simplification techniques. A metric-guided selection algorithm chooses the best subset of faces to form the occluder, achieving a high occlusion rate and accuracy. Over an evaluation of 77 building models, our method compares favorably against state-of-the-arts in terms of occlusion accuracy, occlusion rate, and face number.
BibTeX
@article {10.1111:cgf.14669,
journal = {Computer Graphics Forum},
title = {{Occluder Generation for Buildings in Digital Games}},
author = {Wu, Kui and He, Xu and Pan, Zherong and Gao, Xifeng},
year = {2022},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.14669}
}
journal = {Computer Graphics Forum},
title = {{Occluder Generation for Buildings in Digital Games}},
author = {Wu, Kui and He, Xu and Pan, Zherong and Gao, Xifeng},
year = {2022},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.14669}
}