“Triple depth culling” by Marvie, Gautron and Sourimant

  • ©Jean-Eudes Marvie, Pascal Gautron, and Gael Sourimant




    Triple depth culling



    Virtual worlds feature increasing geometric and shading complexities, resulting in a constant need for effective solutions to avoid rendering objects invisible for the viewer. This observation is particularly true in the context of real-time rendering of highly occluded environments such as urban areas, landscapes or indoor scenes. This problem has been intensively researched in the past decades, resulting in numerous optimizations building upon the well-known Z-buffer technique. Among them, extensions of graphics hardware such as early Z-culling [Morein 2000] efficiently avoid shading most of invisible fragments. However, this technique is not applicable when the fragment shader discards fragments or modifies their depth value, or if alpha testing is enabled [nVidia 2008].


    1. Morein, S. 2000. ATI Radeon Hyper-Z technology. In ACM SIGGRAPH/Eurographics workshop on graphics hardware.
    2. nVidia. 2008. GPU programming guide version for GeForce 8 and later GPUs.

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