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dc.contributor.authorMattausch, Oliveren_US
dc.contributor.authorBittner, Jirien_US
dc.contributor.authorWimmer, Michaelen_US
dc.date.accessioned2015-02-21T16:18:37Z
dc.date.available2015-02-21T16:18:37Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01119.xen_US
dc.description.abstractWe present a new algorithm for efficient occlusion culling using hardware occlusion queries. The algorithm significantly improves on previous techniques by making better use of temporal and spatial coherence of visibility. This is achieved by using adaptive visibility prediction and query batching. As a result of the new optimizations the number of issued occlusion queries and the number of rendering state changes are significantly reduced. We also propose a simple method for determining tighter bounding volumes for occlusion queries and a method which further reduces the pipeline stalls. The proposed method provides up to an order of magnitude speedup over the previous state of the art. The new technique is simple to implement, does not rely on hardware calibration and integrates well with modern game engines.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleCHC++: Coherent Hierarchical Culling Revisiteden_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01119.xen_US
dc.identifier.pages221-230en_US


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