Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)
DOI: 10.1109/vr.2000.840518
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An adaptive occlusion culling algorithm for use in large VEs

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“…Testing shows this approach to be viable, although not exactly cheap: An implementation of the above algorithm (not using the alpha-buffer) building on average four hierarchical occlusion maps (those above some opacity threshold) of size 128x 128 pixels takes about -9 • 10-2s for a model with -3.7 • 104 objects and -1.3 • 10 s octree nodes [20,21 ]. However, most of this time (around 80%) is spent making the mipmaps and changing between scene viewport and 'occluders viewport', thus being next to invariant as scene complexity grows.…”
Section: Discussionmentioning
confidence: 99%
“…Testing shows this approach to be viable, although not exactly cheap: An implementation of the above algorithm (not using the alpha-buffer) building on average four hierarchical occlusion maps (those above some opacity threshold) of size 128x 128 pixels takes about -9 • 10-2s for a model with -3.7 • 104 objects and -1.3 • 10 s octree nodes [20,21 ]. However, most of this time (around 80%) is spent making the mipmaps and changing between scene viewport and 'occluders viewport', thus being next to invariant as scene complexity grows.…”
Section: Discussionmentioning
confidence: 99%