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Space-time hierarchical occlusion culling for micropolygon rendering with motion blur

Published: 25 June 2010 Publication History

Abstract

Occlusion culling using a traditional hierarchical depth buffer, or z-pyramid, is less effective when rendering with motion blur. We present a new data structure, the tz-pyramid, that extends the traditional z-pyramid to represent scene depth values in time. This temporal information improves culling efficacy when rendering with motion blur. The tz-pyramid allows occlusion culling to adapt to the amount of scene motion, providing a balance of high efficacy with large motion and low cost in terms of depth comparisons when motion is small. Compared to a traditional z-pyramid, using the tz-pyramid for occlusion culling reduces the number of micropolygons shaded by up to 3.5x. In addition to better culling, the tz-pyramid reduces the number of depth comparisons by up to 1.4x.

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cover image ACM Conferences
HPG '10: Proceedings of the Conference on High Performance Graphics
June 2010
189 pages

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Eurographics Association

Goslar, Germany

Publication History

Published: 25 June 2010

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HPG'10
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HPG'10: High Performance Graphics
June 25 - 27, 2010
Saarbrucken, Germany

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Overall Acceptance Rate 15 of 44 submissions, 34%

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