A general algorithm for output-sensitive visibility preprocessing
Samuli Laine
Symposium on Interactive 3D Graphics and Games, April 2005, pp. 31--40.
Abstract: Occlusion culling based on precomputed visibility information is a standard method for accelerating the rendering in real-time graphics applications. In this paper we present a new general algorithm that performs the visibility precomputation for a group of viewcells in an output-sensitive fashion. This is achieved by exploiting the directional coherence of visibility between adjacent viewcells. The algorithm is independent of the underlying from-region visibility solver and is therefore applicable to exact, conservative and aggressive visibility solvers in both 2D and 3D.
@inproceedings{Laine:2005:AGA,
author = {Samuli Laine},
title = {A general algorithm for output-sensitive visibility preprocessing},
booktitle = {Symposium on Interactive 3D Graphics and Games},
pages = {31--40},
month = apr,
year = {2005},
}
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