Proceedings: GI 2011

Occlusion tiling

Dorian Gomez , Pierre Poulin , Mathias Paulin

Proceedings of Graphics Interface 2011: St. John’s, Newfoundland, Canada, 25 - 27 May 2011, 71-78

DOI 10.20380/GI2011.10

  • Bibtex

    @inproceedings{Gomez:2011:10.20380/GI2011.10,
    author = {Gomez, Dorian and Poulin, Pierre and Paulin, Mathias},
    title = {Occlusion tiling},
    booktitle = {Proceedings of Graphics Interface 2011},
    series = {GI 2011},
    year = {2011},
    issn = {0713-5424},
    isbn = {978-1-4503-0693-5},
    location = {St. John{\textquoteright}s, Newfoundland, Canada},
    pages = {71--78},
    numpages = {8},
    doi = {10.20380/GI2011.10},
    publisher = {Canadian Human-Computer Communications Society},
    address = {Toronto, Ontario, Canada},
    }

Abstract

The creation of realistic, complex, and diversified virtual worlds is of utmost importance for video games. Unfortunately the amount of time required to create 3D scene contents can be extremely tedious to graphic artists. While procedural modeling can alleviate this task, it has mostly been developed for specific contexts. In this paper, we study tiling for synthetic worlds, taking into account visibility between tiles. We propose a method, Occlusion Tiling, that precomputes full 2D occlusion caused by tiles in order to ensure that a limited number of tiles can be visible from any viewpoint on the tiling. These tiles are then used as extruded 3D scenes, thus bounding the number of polygons sent to the graphics rendering pipeline for guaranteed throughput.