Real Time Visibility Culling With Hardware Occlusion Queries and Uniform Grids
Culling out non-visible portions of 3D scenes is important for rendering large complex worlds at an interactive frame rate. Past 3D engines used static prebaked visibility data which was generated using complex algorithms. Hardware Occlusion Queries are a modern feature that allows engines to determ...
Main Author: | |
---|---|
Format: | Others |
Published: |
DigitalCommons@CalPoly
2013
|
Subjects: | |
Online Access: | https://digitalcommons.calpoly.edu/theses/975 https://digitalcommons.calpoly.edu/cgi/viewcontent.cgi?article=1997&context=theses |