Visibility culling for interactive dynamic scenes

George Baciu, K.W. Kwok

Research output: Chapter in book / Conference proceedingChapter in an edited book (as author)Academic research


Virtual environments are rapidly growing in size and complexity. At the sametime, there is a strong commercial need for rendering larger and larger scenesat interactive rates. This leads to two basic enhancements, one by increasingthe performance and the size of memory in hardware in order to support largescene rendering and another in software by designing more efficient visibilityalgorithms. Visibility culling methods manage complexity by sending only thepotentially visible primitives into the rendering pipeline. At present, occlusionculling algorithms do not handle well scenes with dynamic objects. One of themain difficulties is handling changes to the object hierarchies since the visibilityinformation changes continuously. In this chapter, we present a fast from-regionocclusion culling method that is able to compute the potential visible sets onlinefor large dynamic outdoor scenes. The method uses an occlusion map on a dualray-space in order to encode visibility with respect to a view cell. It utilizes newfeatures of the advanced graphics hardware architecture to construct and maintainocclusion maps.
Original languageEnglish
Title of host publicationIntegrated image and graphics technologies
PublisherKluwer Academic
Number of pages17
ISBN (Electronic)1402077750
ISBN (Print)1402077742
Publication statusPublished - 2004

Publication series

NameKluwer international series in engineering and computer science
VolumeSECS 762


Dive into the research topics of 'Visibility culling for interactive dynamic scenes'. Together they form a unique fingerprint.

Cite this