High-Performance Graphics 2016
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Browsing High-Performance Graphics 2016 by Subject "Display Algorithms"
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Item Masked Software Occlusion Culling(The Eurographics Association, 2016) Hasselgren, Jon; Andersson, Magnus; Akenine-Möller, Tomas; Ulf Assarsson and Warren HuntEfficient 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.