Virtual Reality Conference, IEEE
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Abstract

The Hierarchical Occlusion Map algorithm is combined with Frustum Slicing to give a simpler occlusion-culling algorithm that more adequately caters to large, open VEs. The algorithm adapts to the level of visual congestion and is well suited for use with large, complex models with long mean free line of sight ('the great outdoors'), models for which it is not feasible to construct, or search, a database of occluders to be rendered each frame.
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