DocumentCode
3247703
Title
Horizon occlusion culling for real-time rendering of hierarchical terrains
Author
Lloyd, Brandon ; Egbert, Parris
Author_Institution
Brigham Young Univ., Provo, UT, USA
fYear
2002
fDate
1-1 Nov. 2002
Firstpage
403
Lastpage
409
Abstract
We present a technique to perform occlusion culling for hierarchical terrains at run-time. The algorithm is simple to implement and requires minimal pre-processing and additional storage, yet leads to 2-4 times improvement in framerate for views with high degrees of occlusion. Our method is based on the well-known occlusion horizon algorithm. We show how to adapt the algorithm for use with hierarchical terrains. The occlusion horizon is constructed as the terrain is traversed in an approximate front to back ordering. Regions of the terrain are compared to the horizon to determine when they are completely occluded from the viewpoint. Culling these regions leads to significant savings in rendering.
Keywords
data visualisation; rendering (computer graphics); hierarchical terrains; horizon occlusion culling; minimal preprocessing; real-time rendering; rendering; Computer graphics; Degradation; Fuses; Geographic Information Systems; Geometry; Hardware; Image quality; Layout; Rendering (computer graphics); Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Visualization, 2002. VIS 2002. IEEE
Conference_Location
Boston, MA, USA
Print_ISBN
0-7803-7498-3
Type
conf
DOI
10.1109/VISUAL.2002.1183801
Filename
1183801
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