Occlusion Horizons for Driving Through Urban Scenery
(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:
https://lup.lub.lu.se/record/747790
- author
- Downs, Laura ; Akenine-Möller, Tomas LU and Séquin, Carlo
- organization
- publishing date
- 2001
- type
- Chapter in Book/Report/Conference proceeding
- publication status
- published
- subject
- host publication
- Proceedings of the 2001 symposium on Interactive 3D graphics
- pages
- 121 - 124
- publisher
- Association for Computing Machinery (ACM)
- conference name
- Symposium on Interactive 3D Graphics
- conference dates
- 0001-01-02
- 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
- 2016-04-04 12:24:45
- date last changed
- 2022-01-29 23:24:55
@inproceedings{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}}, booktitle = {{Proceedings of the 2001 symposium on Interactive 3D graphics}}, isbn = {{1-58113-292-1}}, language = {{eng}}, pages = {{121--124}}, publisher = {{Association for Computing Machinery (ACM)}}, title = {{Occlusion Horizons for Driving Through Urban Scenery}}, url = {{http://dx.doi.org/10.1145/364338.364378}}, doi = {{10.1145/364338.364378}}, year = {{2001}}, }