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Game Engine Friendly Occlusion Culling

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F09%3A00147035" target="_blank" >RIV/68407700:21230/09:00147035 - isvavai.cz</a>

  • Result on the web

  • DOI - Digital Object Identifier

Alternative languages

  • Result language

    angličtina

  • Original language name

    Game Engine Friendly Occlusion Culling

  • Original language description

    "This article presents a method which minimizes the overhead associated with occlusion queries. The method reduces the number of required state changes and should integrate easily with most game engines. The key ideas are batching of the queries and interfacing with the game engine using a dedicated render queue. We also present some additional optimizations which reduce the number of queries issued as well as the number of rendered primitives. The algorithm is based on the well-known Coherent Hierarchical Culling algorithm.",

  • Czech name

  • Czech description

Classification

  • Type

    C - Chapter in a specialist book

  • CEP classification

    IN - Informatics

  • OECD FORD branch

Result continuities

  • Project

    <a href="/en/project/LC06008" target="_blank" >LC06008: Center of Computer Graphics</a><br>

  • Continuities

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Others

  • Publication year

    2009

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Book/collection name

    ShaderX7: Advanced Rendering Techniques

  • ISBN

    1-58450-598-2

  • Number of pages of the result

    17

  • Pages from-to

  • Number of pages of the book

    608

  • Publisher name

    Charles River Media

  • Place of publication

    Boston

  • UT code for WoS chapter