Vertex discard occlusion culling

Autores
Barbagallo, Leandro R.; Leone, Matias N.; García, Rodrigo N
Año de publicación
2013
Idioma
inglés
Tipo de recurso
documento de conferencia
Estado
versión publicada
Descripción
Performing visibility determination in densely occluded environments is essential to avoid rendering unnecessary objects and achieve high frame rates. In this work we present an implementation of the image space Occlusion Culling algorithm done completely in GPU, avoiding the latency introduced by returning the visibility results to the CPU. Our algorithm utilizes the GPU rendering power to construct the Occlusion Map and then performs the image space visibility test by splitting the region of the screen space occludees into parallelizable blocks. Our implementation is especially applicable for lowend graphics hardware and the visibility results are accessible by GPU shaders. It can be applied with excellent results in scenes where pixel shaders alter the depth values of the pixels, without interfering with hardware Early-Z culling methods. We demonstrate the benefits and show the results of this method in real-time densely occluded scenes.
WCGIV - XI Workshop computación gráfica, imágenes y visualización
Red de Universidades con Carreras en Informática (RedUNCI)
Materia
Ciencias Informáticas
occlusion culling
visibility determination
CPU
shaders
Nivel de accesibilidad
acceso abierto
Condiciones de uso
http://creativecommons.org/licenses/by-nc-sa/2.5/ar/
Repositorio
SEDICI (UNLP)
Institución
Universidad Nacional de La Plata
OAI Identificador
oai:sedici.unlp.edu.ar:10915/31657

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spelling Vertex discard occlusion cullingBarbagallo, Leandro R.Leone, Matias N.García, Rodrigo NCiencias Informáticasocclusion cullingvisibility determinationCPUshadersPerforming visibility determination in densely occluded environments is essential to avoid rendering unnecessary objects and achieve high frame rates. In this work we present an implementation of the image space Occlusion Culling algorithm done completely in GPU, avoiding the latency introduced by returning the visibility results to the CPU. Our algorithm utilizes the GPU rendering power to construct the Occlusion Map and then performs the image space visibility test by splitting the region of the screen space occludees into parallelizable blocks. Our implementation is especially applicable for lowend graphics hardware and the visibility results are accessible by GPU shaders. It can be applied with excellent results in scenes where pixel shaders alter the depth values of the pixels, without interfering with hardware Early-Z culling methods. We demonstrate the benefits and show the results of this method in real-time densely occluded scenes.WCGIV - XI Workshop computación gráfica, imágenes y visualizaciónRed de Universidades con Carreras en Informática (RedUNCI)2013-10info:eu-repo/semantics/conferenceObjectinfo:eu-repo/semantics/publishedVersionObjeto de conferenciahttp://purl.org/coar/resource_type/c_5794info:ar-repo/semantics/documentoDeConferenciaapplication/pdfhttp://sedici.unlp.edu.ar/handle/10915/31657enginfo:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by-nc-sa/2.5/ar/Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Argentina (CC BY-NC-SA 2.5)reponame:SEDICI (UNLP)instname:Universidad Nacional de La Platainstacron:UNLP2025-09-29T10:58:01Zoai:sedici.unlp.edu.ar:10915/31657Institucionalhttp://sedici.unlp.edu.ar/Universidad públicaNo correspondehttp://sedici.unlp.edu.ar/oai/snrdalira@sedici.unlp.edu.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:13292025-09-29 10:58:02.0SEDICI (UNLP) - Universidad Nacional de La Platafalse
dc.title.none.fl_str_mv Vertex discard occlusion culling
title Vertex discard occlusion culling
spellingShingle Vertex discard occlusion culling
Barbagallo, Leandro R.
Ciencias Informáticas
occlusion culling
visibility determination
CPU
shaders
title_short Vertex discard occlusion culling
title_full Vertex discard occlusion culling
title_fullStr Vertex discard occlusion culling
title_full_unstemmed Vertex discard occlusion culling
title_sort Vertex discard occlusion culling
dc.creator.none.fl_str_mv Barbagallo, Leandro R.
Leone, Matias N.
García, Rodrigo N
author Barbagallo, Leandro R.
author_facet Barbagallo, Leandro R.
Leone, Matias N.
García, Rodrigo N
author_role author
author2 Leone, Matias N.
García, Rodrigo N
author2_role author
author
dc.subject.none.fl_str_mv Ciencias Informáticas
occlusion culling
visibility determination
CPU
shaders
topic Ciencias Informáticas
occlusion culling
visibility determination
CPU
shaders
dc.description.none.fl_txt_mv Performing visibility determination in densely occluded environments is essential to avoid rendering unnecessary objects and achieve high frame rates. In this work we present an implementation of the image space Occlusion Culling algorithm done completely in GPU, avoiding the latency introduced by returning the visibility results to the CPU. Our algorithm utilizes the GPU rendering power to construct the Occlusion Map and then performs the image space visibility test by splitting the region of the screen space occludees into parallelizable blocks. Our implementation is especially applicable for lowend graphics hardware and the visibility results are accessible by GPU shaders. It can be applied with excellent results in scenes where pixel shaders alter the depth values of the pixels, without interfering with hardware Early-Z culling methods. We demonstrate the benefits and show the results of this method in real-time densely occluded scenes.
WCGIV - XI Workshop computación gráfica, imágenes y visualización
Red de Universidades con Carreras en Informática (RedUNCI)
description Performing visibility determination in densely occluded environments is essential to avoid rendering unnecessary objects and achieve high frame rates. In this work we present an implementation of the image space Occlusion Culling algorithm done completely in GPU, avoiding the latency introduced by returning the visibility results to the CPU. Our algorithm utilizes the GPU rendering power to construct the Occlusion Map and then performs the image space visibility test by splitting the region of the screen space occludees into parallelizable blocks. Our implementation is especially applicable for lowend graphics hardware and the visibility results are accessible by GPU shaders. It can be applied with excellent results in scenes where pixel shaders alter the depth values of the pixels, without interfering with hardware Early-Z culling methods. We demonstrate the benefits and show the results of this method in real-time densely occluded scenes.
publishDate 2013
dc.date.none.fl_str_mv 2013-10
dc.type.none.fl_str_mv info:eu-repo/semantics/conferenceObject
info:eu-repo/semantics/publishedVersion
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http://purl.org/coar/resource_type/c_5794
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dc.language.none.fl_str_mv eng
language eng
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
http://creativecommons.org/licenses/by-nc-sa/2.5/ar/
Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Argentina (CC BY-NC-SA 2.5)
eu_rights_str_mv openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by-nc-sa/2.5/ar/
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