• 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