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  • %22This 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.%22,
  • %22This 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.%22, (en)
Title
  • Game Engine Friendly Occlusion Culling
  • Game Engine Friendly Occlusion Culling (en)
skos:prefLabel
  • Game Engine Friendly Occlusion Culling
  • Game Engine Friendly Occlusion Culling (en)
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  • RIV/68407700:21230/09:00147035!RIV10-MSM-21230___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(LC06008)
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 315942
http://linked.open...ai/riv/idVysledku
  • RIV/68407700:21230/09:00147035
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • real-time rendering; occlusion culling (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...ontrolniKodProRIV
  • [C0C8C41DE910]
http://linked.open...i/riv/mistoVydani
  • Boston
http://linked.open...i/riv/nazevZdroje
  • ShaderX7: Advanced Rendering Techniques
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...v/pocetStranKnihy
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...iv/tvurceVysledku
  • Bittner, Jiří
number of pages
http://purl.org/ne...btex#hasPublisher
  • Charles River Media
https://schema.org/isbn
  • 1-58450-598-2
http://localhost/t...ganizacniJednotka
  • 21230
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