We present a technique for accelerating the rendering of high depth-complexity scenes. In a preprocessing stage, we approximate the input model with a hierarchical data structure and compute simple view-dependent polygonal occluders to replace the complex input geometry in subsequent visibility queries. When the user is inspecting and visualizing the input model, the computed occluders are used to avoid rendering geometry which cannot be seen. Our method has several advantages which allow it to perform conservative visibility queries efficiently and it does not require any special graphics hardware. The preprocessing step of our approach can also be used within the framework of other visibility culling methods which need to pre-select or pre-render occluders. In this paper, we describe our technique and its implementation in detail, and provide experimental evidence of its performance. In addition, we briefly discuss possible extensions of our algorithm.
|Number of pages||10|
|Journal||Computer Graphics Forum|
|State||Published - 21 Aug 2000|
|Event||21st Annual Conference (EUROGRAPHICS 2000) - Interlaken, Switz|
Duration: 21 Aug 2000 → 25 Aug 2000
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design