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Umbra3 Occlusion Culling | |
https://www.gamasutra.com/view/feature/164660/sponsored_feature_next_generation_.php?print=1 | |
https://umbra3d.com/blog/occlusion-culling-solving-the-visibility-problem-part-ii/ | |
https://support.umbra3d.com/hc/en-us/articles/213354709-Latest-Version-3-4-12 | |
UnrealEngine Culling | |
http://timhobsonue4.snappages.com/culling-visibilityculling.htm | |
https://api.unrealengine.com/udk/Three/VisibilityCulling.html | |
http://timhobsonue4.snappages.com/culling-precomputed-visibility-volumes | |
Intel Software Occlusion Culling | |
https://software.intel.com/en-us/articles/software-occlusion-culling | |
Hardware Occlusion Queries | |
http://www.cnblogs.com/mazhenyu/p/5083026.html | |
https://www.cnblogs.com/mikewolf2002/archive/2012/12/27/2836422.html | |
Hierarchical Z-Buffer | |
http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ | |
http://www.nickdarnell.com/hierarchical-z-buffer-occlusion-culling/ | |
Occlusion Culling Algorithms | |
https://www.gamasutra.com/view/feature/131801/occlusion_culling_algorithms.php?print=1 | |
Overview on popular occlusion culling techniques | |
https://www.gamesindustry.biz/articles/2016-12-07-overview-on-popular-occlusion-culling-techniques | |
Custom Occlusion Culling in Unity | |
http://robotinvader.com/blog/?p=460 | |
Zhihu论坛 | |
https://www.zhihu.com/question/38060533 | |
可见性检测 | |
3D数学基础:图形与游戏开发 (书) | |
UnrealEngine Source Code | |
https://github.com/EpicGames/UnrealEngine/tree/release | |
GPU-Driven Rendering Pipelines | |
https://zhuanlan.zhihu.com/p/33881505 | |
Early-Z Culling | |
https://www.khronos.org/opengl/wiki/Early_Fragment_Test#Explicit_specification | |
https://software.intel.com/en-us/articles/early-z-rejection-sample | |
https://developer.arm.com/docs/100140/latest/advanced-graphics-techniques/using-early-z | |
[Coorg96] Coorg, S., and S. Teller, "Temporally Coherent Conservative Visibility", appeared in the Twelfth Annual ACM Symposium on Computational Geometry, May 1996. | |
[Coorg97] Coorg, S., and S. Teller, "Real-Time Occlusion Culling for Models with Large Occluders", in Proceedings 1997 Symposium on Interactive 3D Graphics, pp. 83-90, April 1997. | |
[Cripe98] Cripe, Brian and Thomas Gaskins, "The DirectModel Toolkit: Meeting the 3D Graphics Needs of Technical Applications", Hewlett-Packard Journal, pp. 19-27, May 1998. http://www.hp.com/hpj/98may/ma98a3.htm | |
[Durand97] Durand, Frédo, George Drettakis, and Claude Puech, "The Visibility Skeleton: A Powerful and Efficient Multi-Purpose Global Visibility Tool", Computer Graphics (SIGGRAPH 97 Proceedings), pp. 89-100, August 1997. http://w3imagis.imag.fr/Membres/Fredo.Durand/PUBLI/siggraph97/index.htm | |
[Durand97b] Durand, Frédo, George Drettakis, and Claude Puech, "The 3D Visibility Complex: a unified data - structure for global visibility of scenes of polygons and smooth objects", in Canadian Conference on Computational Geometry, pp. 153-158, August 1997. | |
[Glassner95b] Glassner, Andrew S., Principles of Digital Image Synthesis, vol. 2, Morgan Kaufmann Publishers Inc., San Francisco, 1995. | |
[Greene93] Greene, Ned, Michael Kass, and Gavin Miller, "Hierarchical Z-Buffer Visibility", Computer Graphics (SIGGRAPH 93 Proceedings), pp. 231-238, August 1993. | |
[Greene94b] Greene, Ned, and Michael Kass, "Error-Bounded Antialiased Rendering of Complex Environments", Computer Graphics (SIGGRAPH 94 Proceedings), pp. 59-66, July 1994. | |
[Greene95] Greene, Ned, Hierarchical Rendering of Complex Environments, Ph.D. Thesis, University of California at Santa Cruz, Report No. UCSC-CRL-95-27, June 1995. | |
[Greene96] Greene, Ned, "Hierarchical Polygon Tiling with Coverage Masks", Computer Graphics (SIGGRAPH 96 Proceedings), pp. 65-74, August 1996. | |
[Hudson97b] Hudson, T., D. Manocha, J. Cohen, M. Lin, K. Hoff and H. Zhang, "Accelerated Occlusion Culling using Shadow Frusta", Thirteenth ACM Symposium on Computational Geometry, Nice, France, June 1997. | |
[Samet89a] Samet, Hanan, Applications of Spatial Data Structures: Computer Graphics, Image Processing and GIS, Addison-Wesley, Reading, Massachusetts, 1989. | |
[Samet89b] Samet, Hanan, The Design and Analysis of Spatial Data Structures, Addison-Wesley, Reading, Massachusetts, 1989. | |
[Scott98] Scott, N., D. Olsen, and E. Gannett, "An Overview of the VISUALIZE fx Graphics Accelerator Hardware", Hewlett-Packard Journal, pp. 28-34, May 1998. http://www.hp.com/hpj/98may/ma98a4.htm | |
[Zhang97] Zhang, H., D. Manocha, T. Hudson, and K.E. Hoff III, "Visibility Culling using Hierarchical Occlusion Maps", Computer Graphics (SIGGRAPH 97 Proceedings), pp. 77-88, August 1997. http://www.cs.unc.edu/~zhangh/hom.html | |
[Zhang98] Zhang, Hansong, Effective Occlusion Culling for the Interactive Display of Arbitrary Models, Ph.D. Thesis, Department of Computer Science, University of North Carolina at Chapel Hill, July 1998. | |
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