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A GPU-friendly hybrid occlusion culling algorithm for large scenes
DOI:10.1016/j.displa.2023.102533.png)
Abstract
En 中文
In this paper, we present a novel hybrid occlusion culling method for large scale scenes. The basic idea is to use an iterative hierarchical Z-buffer occlusion culling algorithm to execute a coarse-grained culling via compute shader, followed by a fine-grained culling via rasterization. We also propose a forward warping method to generate a low resolution approximated depth map to accelerate the culling process. Our solution requires only one indirect multidraw command and runs on GPU totally without any CPU read-back operations. Our experimental results indicate that our algorithm outperforms the existing solutions both in performance and culling rate.
Keywords:
Occlusion culling
Forward warping
GPU rendering

