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Occlusion Horizons for Driving Through Urban Scenery

Downs, Laura; Akenine-Möller, Tomas LU and Séquin, Carlo (2001) Symposium on Interactive 3D Graphics In Proceedings of the 2001 symposium on Interactive 3D graphics p.121-124
Abstract
We present a rapid occlusion culling algorithm specifically designed for urban environments. For each frame, an occlusion horizon is being built on-the-fly during a hierarchical front-to-back traversal of the scene. All conservatively hidden objects are culled, while

all the occluding impostors of all conservatively visible objects are added to the 2½D occlusion horizon. Our framework also supports levels-of-detail (LOD) rendering by estimating the visible area of the projection of an object in order to select the appropriate LOD for each object. This algorithm requires no substantial preprocessing and no excessive storage.

In a test scene of 10,000 buildings, the cull phase took 11 ms on a PentiumII 333 MHz and 45 ms on... (More)
We present a rapid occlusion culling algorithm specifically designed for urban environments. For each frame, an occlusion horizon is being built on-the-fly during a hierarchical front-to-back traversal of the scene. All conservatively hidden objects are culled, while

all the occluding impostors of all conservatively visible objects are added to the 2½D occlusion horizon. Our framework also supports levels-of-detail (LOD) rendering by estimating the visible area of the projection of an object in order to select the appropriate LOD for each object. This algorithm requires no substantial preprocessing and no excessive storage.

In a test scene of 10,000 buildings, the cull phase took 11 ms on a PentiumII 333 MHz and 45 ms on an SGI Octane per frame on average. In typical views, the occlusion horizon culled away 80-90% of the objects that were within the view frustum, giving a 10 times speedup over view frustum culling alone. Combining the occlusion horizon with LOD rendering gave a 17 times speedup on

an SGI Octane, and 23 times on a PII. (Less)
Please use this url to cite or link to this publication:
author
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
in
Proceedings of the 2001 symposium on Interactive 3D graphics
pages
121 - 124
publisher
ACM
conference name
Symposium on Interactive 3D Graphics
external identifiers
  • Scopus:0035017996
ISBN
1-58113-292-1
DOI
10.1145/364338.364378
language
English
LU publication?
yes
id
9aba386f-632d-42a4-9f3f-fdfa28e54dee (old id 747790)
date added to LUP
2008-01-24 12:22:09
date last changed
2016-10-13 04:51:23
@misc{9aba386f-632d-42a4-9f3f-fdfa28e54dee,
  abstract     = {We present a rapid occlusion culling algorithm specifically designed for urban environments. For each frame, an occlusion horizon is being built on-the-fly during a hierarchical front-to-back traversal of the scene. All conservatively hidden objects are culled, while<br/><br>
all the occluding impostors of all conservatively visible objects are added to the 2½D occlusion horizon. Our framework also supports levels-of-detail (LOD) rendering by estimating the visible area of the projection of an object in order to select the appropriate LOD for each object. This algorithm requires no substantial preprocessing and no excessive storage.<br/><br>
In a test scene of 10,000 buildings, the cull phase took 11 ms on a PentiumII 333 MHz and 45 ms on an SGI Octane per frame on average. In typical views, the occlusion horizon culled away 80-90% of the objects that were within the view frustum, giving a 10 times speedup over view frustum culling alone. Combining the occlusion horizon with LOD rendering gave a 17 times speedup on<br/><br>
an SGI Octane, and 23 times on a PII.},
  author       = {Downs, Laura and Akenine-Möller, Tomas and Séquin, Carlo},
  isbn         = {1-58113-292-1},
  language     = {eng},
  pages        = {121--124},
  publisher    = {ARRAY(0x3813110)},
  series       = {Proceedings of the 2001 symposium on Interactive 3D graphics},
  title        = {Occlusion Horizons for Driving Through Urban Scenery},
  url          = {http://dx.doi.org/10.1145/364338.364378},
  year         = {2001},
}