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dc.contributor.authorStaneker, Dirken_US
dc.contributor.authorBartz, Dirken_US
dc.contributor.authorWolfgang, Strasseren_US
dc.date.accessioned2015-02-21T12:25:24Z
dc.date.available2015-02-21T12:25:24Z
dc.date.issued2006en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2006.00992.xen_US
dc.description.abstractImage space occlusion culling is a powerful approach to reduce the rendering load of large polygonal models. However, occlusion culling is not for free; it trades overhead costs with the rendering costs of the possibly occluded geometry. Meanwhile, occlusion queries based on image space occlusion culling are supported on modern graphics hardware. However, a significant consumption of fillrate bandwidth and latency costs are associated with these queries.In this paper, we propose new techniques to reduce redundant occlusion queries. Our approach uses several "Occupancy Maps" to organize scene traversal. The respective information is accumulated efficiently by hardware-supported asynchronous occlusion queries. To avoid redundant requests, we arrange these multiple occlusion queries according to the information of the Occupancy Maps. Our presented technique is conservative and benefits from a partial depth order of the geometry.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleOcclusion-Driven Scene Sorting for Efficient Cullingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume25en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2006.00992.xen_US
dc.identifier.pages699-708en_US


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