Fig. 1. An occlusion culling algorithm using our slice-wise data structure sends approximately 54 % fewer triangles to the graphics pipeline and increases frame rate by 46 %, as compared to an occlusion culling algorithm using building-level granularity of visibility in this 1.5M-triangle environment. The red colored sections show occluded regions, which are discarded from the graphics pipeline. In addition, the data structure decreases Potentially Visible Set (PVS) storage requirement drastically.
AbstractIn this paper, we propose a new shrinking process for conservative from-point occlusion culling algorithms and a data structure for the visualization of urban environments. The visible geometry in a typical urban walkthrough mainly consists of partially visible buildings. Occlusion-culling algorithms, in which the granularity is based on buildings, render these partially visible buildings completely. We observe that the visibility in urban walkthroughs shows certain characteristics. The proposed slice-wise data structure represents the buildings, exploiting these characteristics, in terms of slices parallel to the coordinate axes. This forms the base for occlusion culling where the occlusion granularity is at slice level. The proposed slice-wise data structure has minimal storage requirements. The visible parts can be accessed at constant time during navigation with the help of a preprocessing stage. We also propose to shrink the occluders in a scene. This is necessary for a conservative from-point occlusion culling algorithm, which can also be applied to nonconvex general 3D occluders. Empirical results show that a 54 % decrease in the number of processed polygons and 46 % speed-up in frame-rate can be achieved by using the proposed conservative occlusion-culling algorithm with rather than an occlusion-culling method where the granularity is based on individual buildings.