Figure 1: Triple Depth Culling introduces controllable early depth testing for highly complex scenes with arbitrary shader operations. Virtual worlds feature increasing geometric and shading complexi-ties, resulting in a constant need for effective solutions to avoid ren-dering objects invisible for the viewer. This observation is partic-ularly true in the context of real-time rendering of highly occluded environments such as urban areas, landscapes or indoor scenes. This problem has been intensively researched in the past decades, resulting in numerous optimizations building upon the well-known Z-buffer technique. Among them, extensions of graphics hardware such as early Z-culling [Morein 2000] efficiently avoid shading most of invisible f...
Context. Many occlusion culling algorithms have to cope with the task of balancing performance and a...
Hierarchical depth culling is an important optimization, which is present in all modern high perform...
In the following diploma thesis I have researched the problem of hidden surface determination in 3D ...
Occlusion culling is a genre of algorithms for rapidly eliminating portions of three-dimensional geo...
We present an accelerated depth peeling algorithm for order-independent transparency rendering on gr...
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
The wide availability of hardwired Z-buffer has sparked an explosion in the number of applications o...
Performing visibility determination in densely occluded environments is essential to avoid rendering...
3D culling techniques are well established to improve rendering performance, but cannot be applied t...
Multi-fragment effects play important roles on many graphics ap-plications, which require operations...
Nowadays, computer graphics are widely used starting from the simplest calculator or text editor and...
Abstract: Many techniques have been developed in order to accelerate the visualization of large tria...
This paper presents a significant improvement of our previously proposed soft shadow volume algorith...
Context. Many occlusion culling algorithms have to cope with the task of balancing performance and a...
Hierarchical depth culling is an important optimization, which is present in all modern high perform...
In the following diploma thesis I have researched the problem of hidden surface determination in 3D ...
Occlusion culling is a genre of algorithms for rapidly eliminating portions of three-dimensional geo...
We present an accelerated depth peeling algorithm for order-independent transparency rendering on gr...
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
The wide availability of hardwired Z-buffer has sparked an explosion in the number of applications o...
Performing visibility determination in densely occluded environments is essential to avoid rendering...
3D culling techniques are well established to improve rendering performance, but cannot be applied t...
Multi-fragment effects play important roles on many graphics ap-plications, which require operations...
Nowadays, computer graphics are widely used starting from the simplest calculator or text editor and...
Abstract: Many techniques have been developed in order to accelerate the visualization of large tria...
This paper presents a significant improvement of our previously proposed soft shadow volume algorith...
Context. Many occlusion culling algorithms have to cope with the task of balancing performance and a...
Hierarchical depth culling is an important optimization, which is present in all modern high perform...
In the following diploma thesis I have researched the problem of hidden surface determination in 3D ...