Occlusion Culling Effective in scenes with high depth complexity culled
Occlusion Culling From-region or from-point Most are conservative Occluder Fusion Difficult for general scenes with arbitrary occluders. So make simplifying assumptions: – [Wonka00] – urban environments – [Ohlarik08] – planets and satellites
Hardware Occlusion Queries From-point visibility that handles general scenes with arbitrary occluders and occluder fusion How? – Use the GPU
Hardware Occlusion Queries Render occluders Render object’s BV using HOQ Render full object based on result
Hardware Occlusion Queries CPU stalls and GPU starvation Draw o1Draw o2Draw o3 Draw o1Draw o2Draw o3 CPU GPU Query o1 Draw o1 -- stall -- -- starve -- CPU GPU
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