DocumentCode
3653169
Title
Hierarchical visibility culling with occlusion trees
Author
J. Bittner;V. Havran;P. Slavik
Author_Institution
Dept. of Comput. Sci. & Eng., Czech Tech. Univ., Prague, Czech Republic
fYear
1998
Firstpage
207
Lastpage
219
Abstract
In the scope of rendering complex models with high depth complexity, it is of great importance to design output-sensitive algorithms, i.e., algorithms with the time complexity proportional to the number of visible graphic primitives in the resulting image. In this paper an algorithm allowing efficient culling of the invisible portion of the rendered model is presented. Our approach uses a spatial hierarchy to represent the topology of the model. For a current viewpoint a set of polygonal occluders is determined that are used to build the occlusion tree. In the occlusion tree occlusion volumes of the selected occluders are merged. Visibility from the viewpoint is determined by processing the spatial hierarchy and classifying the visibility of its regions. In this process the occlusion tree is used to determine the viewpoint-to-region visibility efficiently. The algorithm is well-suited for complex models where large occluders are present.
Keywords
"Rendering (computer graphics)","Partitioning algorithms","Hardware","Computer science","Virtual reality","Computer graphics","Binary trees","Pixel","Electrical capacitance tomography","Data structures"
Publisher
ieee
Conference_Titel
Computer Graphics International, 1998. Proceedings
Print_ISBN
0-8186-8445-3
Type
conf
DOI
10.1109/CGI.1998.694268
Filename
694268
Link To Document