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dc.contributor.authorHasselgren, Jonen_US
dc.contributor.authorAndersson, Magnusen_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.editorUlf Assarsson and Warren Hunten_US
dc.date.accessioned2016-06-17T14:07:14Z
dc.date.available2016-06-17T14:07:14Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-008-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20161189en_US
dc.description.abstractEfficient 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectDisplay Algorithmsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectHidden line/surface removalen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectVisible line/surface algorithmsen_US
dc.titleMasked Software Occlusion Cullingen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersHidden Surfacesen_US
dc.identifier.doi10.2312/hpg.20161189en_US
dc.identifier.pages23-31en_US


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