Masked Software Occlusion Culling

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Date
2016
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Efficient 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.
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@inproceedings{
10.2312:hpg.20161189
, booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics
}, editor = {
Ulf Assarsson and Warren Hunt
}, title = {{
Masked Software Occlusion Culling
}}, author = {
Hasselgren, Jon
and
Andersson, Magnus
and
Akenine-Möller, Tomas
}, year = {
2016
}, publisher = {
The Eurographics Association
}, ISSN = {
2079-8679
}, ISBN = {
978-3-03868-008-6
}, DOI = {
10.2312/hpg.20161189
} }
Citation