We present a technique to perform occlusion culling for hierarchical terrains at run-time. The algorithm is simple to implement and requires minimal pre-processing and additional ...
In recent years, the subject of occlusion culling of large 3D environments has received substantial contribution. However the major amount of research into the area has focussed o...
Efficient handling of large polygonal scenes has always been a challenging task and in recent years, view-frustum and occlusion culling have drawn a lot of attention for accomplis...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclude invisible objects from further visualization processing. Preferably these oc...
The aim of occlusion culling is to cull away a significant amount of invisible primitives at different viewpoints. We present two algorithms to improve occlusion culling for a hig...