Masked Software Occlusion Culling
dc.contributor.author | Hasselgren, Jon | en_US |
dc.contributor.author | Andersson, Magnus | en_US |
dc.contributor.author | Akenine-Möller, Tomas | en_US |
dc.contributor.editor | Ulf Assarsson and Warren Hunt | en_US |
dc.date.accessioned | 2016-06-17T14:07:14Z | |
dc.date.available | 2016-06-17T14:07:14Z | |
dc.date.issued | 2016 | en_US |
dc.description.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. | en_US |
dc.description.sectionheaders | Hidden Surfaces | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |
dc.identifier.doi | 10.2312/hpg.20161189 | en_US |
dc.identifier.isbn | 978-3-03868-008-6 | en_US |
dc.identifier.issn | 2079-8679 | en_US |
dc.identifier.pages | 23-31 | en_US |
dc.identifier.uri | https://doi.org/10.2312/hpg.20161189 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Display Algorithms | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Hidden line/surface removal | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Visible line/surface algorithms | en_US |
dc.title | Masked Software Occlusion Culling | en_US |