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Abstract
This poster presents an iterative hierarchical Raster Culling Occlusion (ROC) technique that can scale up to massive scenes with higher geometry complexities. Unlike the original ROC, we do not handle individual objects, but use their hierarchical structures such as a Bounding Volume Hierarchy (BVH). The BVH is iteratively traversed from a moderate depth down to a deeper level (but not the bottom of the tree). The interior nodes are occlusion-tested in batch. The granularity for the culling is coarser, but the light-weight occlusion test with fewer draw calls leads to a great speedup in the overall rendering performance.
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Bibliography
@inproceedings{lee20:ioc,
title={{Iterative GPU Occlusion Culling with BVH}},
author={Gi Beom Lee and Sungkil Lee},
booktitle={{High Performance Graphics Posters}},
year={2020}
}
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