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Level of detail based occlusion culling for dynamic scenes

Published: 29 November 2005 Publication History

Abstract

This paper presents a non-conservative occlusion culling technique for dynamic scenes with animated or user-manipulated objects. We use a multi-pass algorithm, which decides the visibility based on low level of detail representations of the geometric models. Our approach makes efficient use of hardware support for occlusion queries and avoids stalling the graphics pipeline. We have tested our approach for large real-world models from different areas. Our results show that the algorithm performs well for medium complex scenes with 5 to 20 million triangles, with a very low number of hardly noticeable pixel errors, typically in the range of 0.02 percent of the total number of visible pixels.

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cover image ACM Conferences
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
November 2005
456 pages
ISBN:1595932011
DOI:10.1145/1101389
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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New York, NY, United States

Publication History

Published: 29 November 2005

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Author Tags

  1. large-scale data visualization
  2. visibility and occlusion culling

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GRAPHITE '05 Paper Acceptance Rate 38 of 93 submissions, 41%;
Overall Acceptance Rate 124 of 241 submissions, 51%

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Cited By

View all
  • (2012)Semantic visualization of 3D urban environmentsMultimedia Tools and Applications10.1007/s11042-011-0776-359:2(505-521)Online publication date: 1-Jul-2012
  • (2011)An Augmented Reality Application Framework for Complex Equipment Collaborative MaintenanceCooperative Design, Visualization, and Engineering10.1007/978-3-642-23734-8_25(154-161)Online publication date: 2011
  • (2010)BqR‐Tree: A Data Structure for Flights and Walkthroughs in Urban Scenes with Mobile ElementsComputer Graphics Forum10.1111/j.1467-8659.2010.01654.x29:6(1745-1755)Online publication date: 14-Sep-2010
  • (2008)Level design optimization guidelines for game artists using the epic gamesComputers in Entertainment10.1145/1461999.14620076:4(1-36)Online publication date: 24-Dec-2008
  • (2007)An interactive perceptual rendering pipeline using contrast and spatial maskingProceedings of the 18th Eurographics conference on Rendering Techniques10.5555/2383847.2383885(297-308)Online publication date: 25-Jun-2007
  • (2007)GPU-Based Interactive, Stereoscopic Visualization of Automotive Crash SimulationsIEEE Computer Graphics and Applications10.1109/MCG.2007.14927:6(6-11)Online publication date: 1-Nov-2007

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