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Occlusion Culling Algorithm Based on Software Visibility Checks
Programming and Computer Software ( IF 0.7 ) Pub Date : 2020-12-11 , DOI: 10.1134/s0361768820070038
V. I. Gonakhchyan

Abstract

Rendering of 3D scenes with a large number of objects is computationally intensive. Occlusion culling methods are used to improve rendering performance by reducing the number of objects to be processed on the GPU. In this paper, we consider occlusion culling methods that employ spatial and temporal coherence of visibility. Some of the most efficient methods are based on hardware occlusion queries. However, recording of occlusion queries and receiving their results for a large number of objects can take considerable time. We propose an algorithm that removes occlusion query transmission overhead by performing occlusion checks on the CPU against a depth buffer downloaded from the GPU. The proposed algorithm is compared with widespread algorithm based on hardware occlusion queries. It improves rendering performance of 3D scenes with a large number of objects by reducing the number of transmitted rendering commands.



中文翻译:

基于软件可见性检查的遮挡剔除算法

摘要

具有大量对象的3D场景的渲染需要大量的计算。遮挡剔除方法用于通过减少要在GPU上处理的对象数量来提高渲染性能。在本文中,我们考虑采用可见度的空间和时间连贯性的遮挡剔除方法。一些最有效的方法基于硬件遮挡查询。但是,记录遮挡查询并接收大量对象的结果可能要花费大量时间。我们提出了一种算法,该算法通过根据从GPU下载的深度缓冲区在CPU上执行遮挡检查来消除遮挡查询传输开销。将该算法与基于硬件遮挡查询的广泛算法进行了比较。

更新日期:2020-12-11
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