Abstract
We present an online occlusion culling system which computes visibility in parallel to the rendering pipeline. We show how to use point visibility algorithms to quickly calculate a tight potentially visible set (PVS) which is valid for several frames, by shrinking the occluders used in visibility calculations by an adequate amount. These visibility calculations can be performed on a visibility server, possibly a distinct computer communicating with the display host over a local network. The resulting system essentially combines the advantages of online visibility processing and region-based visibility calculations, allowing asynchronous processing of visibility and display operations. We analyze two different types of hardware-based point visibility algorithms and address the problem of bounded calculation time which is the basis for true real-time behavior. Our results show reliable, sustained 60 Hz performance in a walkthrough with an urban environment of nearly 2 million polygons, and a terrain flyover.
Original language | English (US) |
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Pages (from-to) | 411-421 |
Number of pages | 11 |
Journal | Computer Graphics Forum |
Volume | 20 |
Issue number | 3 |
DOIs | |
State | Published - Sep 3 2001 |
Externally published | Yes |
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design