Masked Software Occlusion Culling
Date
2016Author
Hasselgren, Jon
Andersson, Magnus
Akenine-Möller, Tomas
Metadata
Show full item recordAbstract
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is 3 faster than previous work, while culling 98% of all triangles culled by a full resolution depth buffer approach. It supports interleaving occluder rasterization and occlusion queries without penalty, making it easy to use in scene graph traversal or rendering code.
BibTeX
@inproceedings {10.2312:hpg.20161189,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ulf Assarsson and Warren Hunt},
title = {{Masked Software Occlusion Culling}},
author = {Hasselgren, Jon and Andersson, Magnus and Akenine-Möller, Tomas},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-03868-008-6},
DOI = {10.2312/hpg.20161189}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ulf Assarsson and Warren Hunt},
title = {{Masked Software Occlusion Culling}},
author = {Hasselgren, Jon and Andersson, Magnus and Akenine-Möller, Tomas},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-03868-008-6},
DOI = {10.2312/hpg.20161189}
}
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