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Culling an Object Hierarchy to a Frustum Hierarchy (2008)

Abstract
Abstract. Visibility culling of a scene is a crucial stage for interactive graphics applications, particularly for scenes with thousands of objects. The culling time must be small for it to be effective. A hierarchical representation of the scene is used for efficient culling tests. However, when there are multiple view frustums (as in a tiled display wall), visibility culling time becomes substantial and cannot be hidden by pipelining it with other stages of rendering. In this paper, we address the problem of culling an object to a hierarchically organized set of frustums, such as those found in tiled displays and shadow volume computation. We present an adaptive algorithm to unfold the twin hierarchies at every stage in the culling procedure. Our algorithm computes from-point visibility and is conservative. The precomputation required is minimal, allowing our approach to be applied for dynamic scenes as well. We show performance of our technique over different variants of culling a scene to multiple frustums. We also show results for dynamic scenes. 1

Publication details
Download http://citeseerx.ist.psu.edu/viewdoc/summary?doi=?doi=10.1.1.105.8525
Source http://cvit.iiit.ac.in/papers/pawan06Culling.pdf
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Repository CiteSeerX - Scientific Literature Digital Library and Search Engine (United States)
Type text
Language English
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