Kovalcík, VítTobola, PetrErik Kjems and Roland Blach2014-01-272014-01-272005978-3-905674-06-41727-530Xhttps://doi.org/10.2312/EGVE/IPT_EGVE2005/091-096We present an algorithm for rendering complex scenes using occlusion queries to resolve visibility. To organize objects in the scene, the algorithm uses a ternary tree which is dynamically modified according to the current view and positions of the objects in the scene. Aside from using heuristic techniques to estimate unnecessary queries, the algorithm uses several new features to estimate the set of visible objects more precisely while still retaining the conservativeness. The algorithm is suitable for both static and dynamic scenes with huge number of moving objects.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Hidden surface removalDynamic Bounding Volume Hierarchies for Occlusion Culling