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dPVS: An Occlusion Culling System for Massive Dynamic Environments

"dPVS: An Occlusion Culling System for Massive Dynamic Environments"
Timo Aila (Helsinki University of Technology and Hybrid Graphics), Ville Miettinen (Hybrid Graphics), in IEEE Computer Graphics and Applications 24(2), 2004
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Author(s): Timo Aila (Helsinki University of Technology and Hybrid Graphics), Ville Miettinen (Hybrid Graphics)
Date: 2004
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Abstract:

Visibility optimization is currently the most effective technique for improving rendering performance in complex 3D environments (see Figures 1 and 2). The primary reason for this is that during each frame the pixel processing subsystem needs to determine the visibility of each pixel individually. Currently, rendering performance in larger scenes is input sensitive, and most of the processing time is wasted on rendering geometry not visible in the final image. In this article we concentrate on real-time visualization using mainstream graphics hardware that has a z-buffer as a de facto standard for hidden surface removal. In an ideal system only the complexity of the geometry actually visible on the screen would significantly impact rendering time—3D application performance should be output sensitive. Furthermore, opportunities exist for using lower accuracy for artificial intelligence, physics computations, and collision detection in the hidden parts of the scene.