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dc.contributor.authorBittner, Jirien_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.authorPiringer, Haralden_US
dc.contributor.authorPurgathofer, Werneren_US
dc.date.accessioned2015-02-19T09:54:46Z
dc.date.available2015-02-19T09:54:46Z
dc.date.issued2004en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2004.00793.xen_US
dc.description.abstractWe present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of query results. We reuse the results of occlusion queries from the last frame in order to initiate and schedule the queries in the next frame. This is done by processing nodes of a spatial hierarchy in a front-to-back order and interleaving occlusion queries with rendering of certain previously visible nodes. The proposed scheduling of the queries makes use of spatial and temporal coherence of visibility. Despite its simplicity, the algorithm achieves good culling efficiency for scenes of various types. The implementation of the algorithm is straightforward and it can be easily integrated in existing real-time rendering packages based on common hierarchical data structures.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.publisherThe Eurographics Association and Blackwell Publishing, Incen_US
dc.titleCoherent Hierarchical Culling: Hardware Occlusion Queries Made Usefulen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume23en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2004.00793.xen_US
dc.identifier.pages615-624en_US


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