We'll be reading about occlusion culling for this Thursday. Feel free to get your reactions in by end Thursday. Our two required readings are:
- E. Haines & T. Moeller. 1999. Occlusion culling algorithms. Excerpted from E. Haines & T. Moeller. 1999. Real-time rendering. AK Peters.
- M. Wimmer and J. Bittner. 2005. Ch.6 : hardware occlusion queries made useful. In M. Pharr, ed., GPU Gems 2, Addison-Wesley.
Other unrequired readings:
Demo: D. Franklin. 2004. Occlusion Culling Using DirectX 9. On Gamedev.net.
- Dean Sekulic. 2004. Ch. 29: efficient occlusion culling. In R. Fernando, ed., GPU Gems, Addison-Wesley.
- Cohen-Or, D., Y. Chrysanthou, C. Silva, and F. Durand. 2003. A Survey of Visibility for Walkthrough Applications. IEEE Trans. Visualization and Computer Graphics, 9, 3, 412–431.
Updated: to include the drawings I made on the whiteboard.