Contributions to Books:
J. Bittner, O. Mattausch, M. Wimmer:
"Game-Engine-Friendly Occlusion Culling";
in: "SHADERX7: Advanced Rendering Techniques",
W. Engel (ed.);
Charles River Media, Inc.,
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.
Electronic version of the publication:
Project Head Michael Wimmer:
Sichtbarkeit für den allgemeinen Gebrauch
Created from the Publication Database of the Vienna University of Technology.