Vertex discard occlusion culling
Performing visibility determination in densely occluded environments is essential to avoid rendering unnecessary objects and achieve high frame rates. In this work we present an implementation of the image space Occlusion Culling algorithm done completely in GPU, avoiding the latency introduced by r...
Guardado en:
| Autores principales: | Barbagallo, Leandro R., Leone, Matias N., García, Rodrigo N |
|---|---|
| Formato: | Objeto de conferencia |
| Lenguaje: | Inglés |
| Publicado: |
2013
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| Materias: | |
| Acceso en línea: | http://sedici.unlp.edu.ar/handle/10915/31657 |
| Aporte de: |
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