Abstract
To eliminate the drawbacks of traditional octree structure and make full use of its advantages in visibility culling, we organize the scene into a loose octree structure. The nodes of the hierarchy are processed into a front-to-back order in order to improve performance. By the analysis to the complex scene, a double-layer visibility culling algorithm is proposed, and the algorithm combines view frustum culling, detail culling and occlusion culling methods. The results of experiments prove its high efficiency for handling complex scenes with large amount of triangles in high depth.
| Original language | English |
|---|---|
| Pages (from-to) | 1593-1598 |
| Number of pages | 6 |
| Journal | Jisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/Journal of Computer-Aided Design and Computer Graphics |
| Volume | 19 |
| Issue number | 12 |
| State | Published - Dec 2007 |
Keywords
- Complex scene
- Loose octree
- Occlusion query
- Real-time rendering
- Visibility culling
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