“Increasing scene complexity: distributed vectorized view culling” by Routledge

  • ©Andrew Routledge

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    Increasing scene complexity: distributed vectorized view culling

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Abstract:


    Interactive Entertainment requires increasingly complex scenes at high performance. The apex of the Rendering pipeline is the Culling System which filters entities based on visibility and optimizes the load on the GPU. Culling Systems have standardized around spatial trees to produce a visible set of entities which are inefficient on current console hardware.


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