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Visibility / Occlusion


Terrain Occlusion Culling with Horizons

Glenn Fiedler (Irrational Games)
Game Programming Gems 4, 2004.
Abstract: This article describes an occlusion culling technique for outdoor scenes based on heightfield terrain geometry. Unlike other terrain occlusion culling techniques, it does not require expensive offline preprocessing, so it is able to adapt on the fly to dynamically changing terrain.

Fast and Simple Occlusion Culling

Wagner Corrêa (Princeton University), James Klosowski (IBM Research), Cláudio Silva (AT&T Labs-Research)
Game Programming Gems 3, 2003.
Abstract: This article describes two occlusion culling algorithms that are practical, effective, and require little preprocessing. The first one is the prioritized-layered projection (PLP) algorithm, which is an approximate algorithm that determines, for a given budget, a set of primitives that is likely to be visible. The second algorithm, cPLP, is a conservative version of PLP that guarantees finding all visible primitives.

Illumination-Based Occlusion Culling

Ian Ashdown (byHeart Consultants Limited)
Graphics Programming Methods, 2003.
Abstract:

Visible Terrain Grid Determination Using the Frustum

Christopher Tremblay
Graphics Programming Methods, 2003.
Abstract:

Rendering the Great Outdoors: Fast Occlusion Culling for Outdoor Environments
Michal Bacik (Lonely Cat Games)
Available Online at Gamasutra, 2002.
Abstract: This article presents one technique for hidden surface removal usable in 3D engines using tilizing object occlusion.

Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching

John W. Ratcliff (Sony Online Entertainment)
Game Programming Gems 2, 2001.
Abstract: The article presents an algorithm and demonstration application that manages thousands of objects in motion that are continuously maintained as a collection of hierarchical bounding spheres in a SphereTree. The design goal for this algorithm has been to make the 99-percentile case spend almost no CPU time updating an object in motion within the tree structure. Queries against the SphereTree perform more tests than other data structures, but this is mitigated by the fact that the tree can be maintained using very little CPU time. This data structure is ideally suited for gross culling of massive numbers of moving objects in a large world space. It doesn't matter if the objects are moving at widely disparate speeds, or even if many of them are not in motion at all. It also has a very low cost when objects are inserted and removed from the tree with great frequency.

A Fast Cylinder-Frustrum Intersection Test

Eric Lengyel (C4 Engine)
Game Programming Gems, 2000.
Abstract: This article presents a quick algorithm for determining whether an arbitrary cylinder potentially intersects the view frustum (and thus whether the object is visible).

Object Occlusion Culling

Tim Round
Game Programming Gems, 2000.
Abstract: This article introduces both frustum culling and occlusion culling, along with example code for a simple occlusion culling algorithm.

Occlusion Culling Algorithms
Tomas Möller and Eric Haines
Available Online at Gamasutra, 1999.
Abstract: Developers are always going to want better performance in real-time rendering, and so speed-up techniques and acceleration schemes will always be needed. In this excerpt from Chapter 7, "Speed-Up Techniques," of Real-Time Rendering, the authors discuss the class of acceleration schemes known as the occlusion culling techniques.

A Compact Method for Backface Culling
Osnat Levi, Ronen Zohar, Haim Barad, Alex Klimovitski
Available Online at Gamasutra, 1999.
Abstract: Detecting and eliminating polygons in scene that face away from the viewer reduces the amount of computation and memory traffic. This article describes a new culling technique that performs accurate backface culling in object space, will speed up your 3D games on the PC.

 
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