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Automatic pre-tessellation culling

Hasselgren, Jon LU ; Munkberg, Jacob LU and Akenine-Möller, Tomas LU (2009) In ACM Transactions on Graphics 28(2). p.19-19
Abstract
Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs after tessellation, that is, after the base primitives have been tessellated into triangles. We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. These bounds are derived from an arbitrary vertex shader program, which may include a curved surface evaluation and different types of displacements, for example. The obtained bounds are used for backface, view frustum, and occlusion culling before tessellation. For highly tessellated scenes, we show that up to 80% of the vertex shader instructions can be avoided, which implies... (More)
Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs after tessellation, that is, after the base primitives have been tessellated into triangles. We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. These bounds are derived from an arbitrary vertex shader program, which may include a curved surface evaluation and different types of displacements, for example. The obtained bounds are used for backface, view frustum, and occlusion culling before tessellation. For highly tessellated scenes, we show that up to 80% of the vertex shader instructions can be avoided, which implies an "instruction speedup" of 5x. Our technique can also be used for offline software rendering. (Less)
Please use this url to cite or link to this publication:
author
; and
organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
Tessellation, Culling, Computer Graphics
in
ACM Transactions on Graphics
volume
28
issue
2
pages
19 - 19
publisher
Association for Computing Machinery (ACM)
external identifiers
  • wos:000266818600008
  • scopus:70349669021
ISSN
0730-0301
DOI
10.1145/1516522.1516530
language
English
LU publication?
yes
id
433fc2e8-7245-4dd8-a0a0-2483047a5cf0 (old id 1396657)
date added to LUP
2016-04-01 13:21:43
date last changed
2022-01-27 18:46:30
@article{433fc2e8-7245-4dd8-a0a0-2483047a5cf0,
  abstract     = {{Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs after tessellation, that is, after the base primitives have been tessellated into triangles. We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. These bounds are derived from an arbitrary vertex shader program, which may include a curved surface evaluation and different types of displacements, for example. The obtained bounds are used for backface, view frustum, and occlusion culling before tessellation. For highly tessellated scenes, we show that up to 80% of the vertex shader instructions can be avoided, which implies an "instruction speedup" of 5x. Our technique can also be used for offline software rendering.}},
  author       = {{Hasselgren, Jon and Munkberg, Jacob and Akenine-Möller, Tomas}},
  issn         = {{0730-0301}},
  keywords     = {{Tessellation; Culling; Computer Graphics}},
  language     = {{eng}},
  number       = {{2}},
  pages        = {{19--19}},
  publisher    = {{Association for Computing Machinery (ACM)}},
  series       = {{ACM Transactions on Graphics}},
  title        = {{Automatic pre-tessellation culling}},
  url          = {{http://dx.doi.org/10.1145/1516522.1516530}},
  doi          = {{10.1145/1516522.1516530}},
  volume       = {{28}},
  year         = {{2009}},
}