Integrating Occlusion Culling into LOD on GPU

dc.contributor.authorPeng, Chaoen_US
dc.contributor.editorJohn Keyser and Young J. Kim and Peter Wonkaen_US
dc.date.accessioned2014-12-16T07:23:02Z
dc.date.available2014-12-16T07:23:02Z
dc.date.issued2014en_US
dc.description.abstractReal-time rendering of complex 3D models is still a very challenging task. Recently, GPU-based level-of-detail (LOD) approaches have been proposed to fast decrease the complexity of a 3D model, but applying only LOD approaches is usually not sufficient to achieve highly interactive rendering rate for the complex model that contains hundreds of millions of triangles. Visibility culling, especially occlusion culling, needs to be introduced to further reduce the amount of triangles being rendered at each frame. In this paper, we present a novel rendering approach that seamlessly integrates occlusion culling with the LOD approach in a unified scheme towards the GPU architecture. The result shows that the integration significantly reduces the complexity of the 3D model and satisfies the demands of both memory efficiency and performance.en_US
dc.description.seriesinformationPacific Graphics Short Papersen_US
dc.identifier.isbn978-3-905674-73-6en_US
dc.identifier.urihttps://doi.org/10.2312/pgs.20141246en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectViewing algorithmsen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectGeometric algorithmsen_US
dc.titleIntegrating Occlusion Culling into LOD on GPUen_US
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