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Contributions to Books:

M. Wimmer, J. Bittner:
"Hardware Occlusion Queries Made Useful";
in: "GPU Gems 2: Programming Techniques for High-Performance Graphics and General- Purpose Computation", M. Pharr, R. Fernando (ed.); Addison-Wesley, 2005, ISBN: 0321335597, 91 - 108.



English abstract:
Hardware occlusion queries make it possible for an application to ask the 3D API whether or not any pixels would be drawn if a particular object was rendered. With this feature, applications can check to see whether or not the bounding boxes of complex objects are visible; if the bounds are occluded, the application can skip drawing those objects. In this chapter, we present a simple and powerful algorithm to solve the problem of latency and CPU/GPU stall typically associated with a naive usage of hardware occlusion queries.


Online library catalogue of the TU Vienna:
http://aleph.ub.tuwien.ac.at/F?base=tuw01&func=find-c&ccl_term=AC05936330



Related Projects:
Project Head Michael Wimmer:
EU Game Tools


Created from the Publication Database of the Vienna University of Technology.