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Graphics: Visibility


Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering

Natalya Tatarchuk
ShaderX5, 2006.

BSP Techniques

Octavian Marius Chincisan
Game Programming Gems 6, 2006.

Spatial Partitioning Using an Adaptive Binary Tree

Martin Fleisz
Game Programming Gems 6, 2006.

Enhanced Object Culling with (Almost) Oriented Bounding Boxes

Ben St. John (Siemens)
Game Programming Gems 6, 2006.

Hardware-Based Ambient Occlusion

Dustin Franklin
ShaderX4, 2006.

Ambient Occlusion Fields

Janne Kontkanen and Samuli Laine
ShaderX4, 2006.

Efficient Occlusion Culling

Dean Sekulic (Croteam)
GPU Gems, 2004.

Terrain Occlusion Culling with Horizons

Glenn Fiedler (Irrational Games)
Game Programming Gems 4, 2004.

Applications of Explicit Early-Z Culling

Pedro V. Sander, Jason L. Mitchell (ATI Research)
ATI Technology Papers & Presentations (SIGGRAPH 2004).

Illumination-Based Occlusion Culling

Ian Ashdown (byHeart Consultants Limited)
Graphics Programming Methods, 2003.

Simple and Efficient Line-of-Sight for 3D Landscapes

Tom Vykruta (Surreal Software)
AI Game Programming Wisdom, 2002.

Fast and Simple Occlusion Culling

Wagner Corrêa (Princeton University), James Klosowski (IBM Research), Cláudio Silva (AT&T Labs-Research)
Game Programming Gems 3, 2002.
Abstract: This article describes two occlusion culling algorithms that are practical, effective, and require little preprocessing. The first one is the prioritized-layered projection (PLP) algorithm, which is an approximate algorithm that determines, for a given budget, a set of primitives that is likely to be visible. The second algorithm, cPLP, is a conservative version of PLP that guarantees finding all visible primitives.

A High-Performance Tile-based Line-of-Sight and Search System

Matt Pritchard (Ensemble Studios)
Game Programming Gems 2, 2001.

Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching

John W. Ratcliff (Sony Online Entertainment)
Game Programming Gems 2, 2001.
Abstract: The article presents an algorithm and demonstration application that manages thousands of objects in motion that are continuously maintained as a collection of hierarchical bounding spheres in a SphereTree. The design goal for this algorithm has been to make the 99-percentile case spend almost no CPU time updating an object in motion within the tree structure. Queries against the SphereTree perform more tests than other data structures, but this is mitigated by the fact that the tree can be maintained using very little CPU time. This data structure is ideally suited for gross culling of massive numbers of moving objects in a large world space. It doesn't matter if the objects are moving at widely disparate speeds, or even if many of them are not in motion at all. It also has a very low cost when objects are inserted and removed from the tree with great frequency.

Object Occlusion Culling

Tim Round
Game Programming Gems, 2000.
Abstract: This article introduces both frustum culling and occlusion culling, along with example code for a simple occlusion culling algorithm.

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