Horizon occlusion culling for real-time rendering of hierarchical terrains

Brandon Lloyd, P. Egbert
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引用次数: 29

Abstract

We present a technique to perform occlusion culling for hierarchical terrains at run-time. The algorithm is simple to implement and requires minimal pre-processing and additional storage, yet leads to 2-4 times improvement in framerate for views with high degrees of occlusion. Our method is based on the well-known occlusion horizon algorithm. We show how to adapt the algorithm for use with hierarchical terrains. The occlusion horizon is constructed as the terrain is traversed in an approximate front to back ordering. Regions of the terrain are compared to the horizon to determine when they are completely occluded from the viewpoint. Culling these regions leads to significant savings in rendering.
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用于分层地形实时渲染的水平遮挡剔除
我们提出了一种在运行时对分层地形进行遮挡剔除的技术。该算法实现简单,只需要最少的预处理和额外的存储,但对于高度遮挡的视图,帧率提高了2-4倍。我们的方法是基于众所周知的遮挡水平算法。我们展示了如何调整算法用于分层地形。遮挡视界是在地形以近似的前向后顺序遍历时构造的。地形区域与地平线进行比较,以确定它们何时完全被视点遮挡。剔除这些区域可以显著节省渲染时间。
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