Abstract
Occlusion culling is a genre of algorithms for rapidly eliminating
portions of three-dimensional geometry hidden behind other, visible
objects prior to passing them to the rendering pipeline. In this
paper, an extension to the popular shadow frustum culling algorithm
is presented, which takes into account the fact that many planar
occluders can be grouped into compound convex solids, which in turn
can provide fewer and larger culling frusta and therefore more efficient
elimination of hidden geometry. The proposed method combines planar
and solid occluders using a unified selection approach and is ideal
for dynamic environments, as it doesn't depend on pre-calculated
visibility data. The solid occluders culling algorithm has been applied
to commercially deployed virtual reality systems and test cases and
results are provided from actual virtual reality shows.
Users
Please
log in to take part in the discussion (add own reviews or comments).