Level of detail based occlusion culling for dynamic scenes

This paper presents a non-conservative occlusion culling technique for dynamic scenes with animated or user-manipulated objects. We use a multi-pass algorithm, which decides the visibility based on low level of detail representations of the geometric models. Our approach makes efficient use of hardware support for occlusion queries and avoids stalling the graphics pipeline. We have tested our approach for large real-world models from different areas. Our results show that the algorithm performs well for medium complex scenes with 5 to 20 million triangles, with a very low number of hardly noticeable pixel errors, typically in the range of 0.02 percent of the total number of visible pixels.

[1]  Benjamin Schmidt,et al.  Occlusion culling for sub-surface models in geo-scientific applications , 2004, VISSYM'04.

[2]  Peter Wonka,et al.  Visibility in Computer Graphics , 2003 .

[3]  Cláudio T. Silva,et al.  Integrating occlusion culling with view-dependent rendering , 2001, Proceedings Visualization, 2001. VIS '01..

[4]  Anselmo Lastra,et al.  Fast and Simple Occlusion Culling Using Hardware-based Depth Queries , 2002 .

[5]  Gavin S. P. Miller,et al.  Hierarchical Z-buffer visibility , 1993, SIGGRAPH.

[6]  Rick Germs,et al.  Geometric Simplification for Efficient Occlusion Culling in Urban Scenes , 2001, WSCG.

[7]  Tiow Seng Tan,et al.  Preprocessing occlusion for real-time selective refinement , 1999, SI3D.

[8]  Joëlle Thollot,et al.  Conservative visibility preprocessing using extended projections , 2000, SIGGRAPH.

[9]  Tony DeRose,et al.  Mesh optimization , 1993, SIGGRAPH.

[10]  Werner Purgathofer,et al.  Occlusion Culling Methods , 2001, Eurographics.

[11]  Hujun Bao,et al.  Accelerated Walkthroughs of Virtual Environments Based on Visibility Preprocessing and Simplification , 1998, Comput. Graph. Forum.

[12]  Matt Pharr,et al.  Gpu gems 2: programming techniques for high-performance graphics and general-purpose computation , 2005 .

[13]  Dinesh Manocha,et al.  Visibility culling using hierarchical occlusion maps , 1997, SIGGRAPH.

[14]  Michael Wimmer,et al.  Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful , 2004, Comput. Graph. Forum.

[15]  Pere Brunet,et al.  The visibility octree: a data structure for 3D navigation , 1999, Comput. Graph..

[16]  Frédo Durand,et al.  A Survey of Visibility for Walkthrough Applications , 2003, IEEE Trans. Vis. Comput. Graph..