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    Masked Software Occlusion Culling

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    Date
    2016
    Author
    Hasselgren, Jon
    Andersson, Magnus
    Akenine-Möller, Tomas
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    Abstract
    Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is 3 faster than previous work, while culling 98% of all triangles culled by a full resolution depth buffer approach. It supports interleaving occluder rasterization and occlusion queries without penalty, making it easy to use in scene graph traversal or rendering code.
    BibTeX
    @inproceedings {10.2312:hpg.20161189,
    booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
    editor = {Ulf Assarsson and Warren Hunt},
    title = {{Masked Software Occlusion Culling}},
    author = {Hasselgren, Jon and Andersson, Magnus and Akenine-Möller, Tomas},
    year = {2016},
    publisher = {The Eurographics Association},
    ISSN = {2079-8679},
    ISBN = {978-3-03868-008-6},
    DOI = {10.2312/hpg.20161189}
    }
    URI
    http://dx.doi.org/10.2312/hpg.20161189
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    • High-Performance Graphics 2016

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