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Buchbeiträge:

J. Bittner, O. Mattausch, M. Wimmer:
"Game-Engine-Friendly Occlusion Culling";
in: "SHADERX7: Advanced Rendering Techniques", W. Engel (Hrg.); Charles River Media, Inc., 2009, ISBN: 1-58450-598-2, S. 637 - 653.



Kurzfassung englisch:
This article presents a method which minimizes the overhead associated with occlusion queries. The method reduces the number of required state changes and should integrate easily with most game engines. The key ideas are batching of the queries and interfacing with the game engine using a dedicated render queue. We also present some additional optimizations which reduce the number of queries issued as well as the number of rendered primitives. The algorithm is based on the well-known Coherent Hierarchical Culling algorithm.


Elektronische Version der Publikation:
http://publik.tuwien.ac.at/files/PubDat_179626.pdf



Zugeordnete Projekte:
Projektleitung Michael Wimmer:
Sichtbarkeit für den allgemeinen Gebrauch


Erstellt aus der Publikationsdatenbank der Technischen Universität Wien.