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Added Hardware Supported Occlusion Culling

I can proudly announce that I have successfully added the CHC++ algorithm to the engine, so it supports hardware accelerated occlusion culling now. With this new feature the engine can exclude most of the objects those are not visible in the final image from rendering. Without getting too deep in details, the method uses occlusion queries supported by the hardware in conjunction with the space partitioning tree to efficiently cull invisible elements within the view frustum. It needs no any scene preprocessing, so dynamic scenes are fully supported.
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