Home > Graphics > Hierarchical Occlusion Culling

Hierarchical Occlusion Culling

Hierarchical Occlusion Culling is a technique used to eliminate objects that are hidden by other larger objects. Though it sounds like it would be a great performance boost, this technique is quite heavy itself and may outweigh its own benefit (especially in games, but not so much in complex CAD). The idea is to mark separate larger objects as occluders (objects which tend to obstruct visibility). Then, these objects are rendered out to a separate Boolean buffer of the pixels they cover. In my demo this buffer is represented by a black and white buffer, black representing minimal or no coverage, and white representing complete coverage. This render is then scaled down like a mipmap until it reaches a minimum stopping limit, in my demo it is 4×4. This series of buffers we will call the “hierarchical occlusion maps”, or HOM. Since the scaling down uses filtering, pixels will no longer be simply just black or white, but will be gray and represent a percentage of occlusion.
Another buffer is then rendered out known as the Depth Estimation Buffer (DEB). On the occluder, the furthest point from the viewer is found and its depth is stored. From there, a screen-space AABB is made around the occluder and the AABB is rendered to the DEB with the float value of the furthest depth.

The next step is to render the objects. First, provided the occluders are actual objects, render them only using frustum culling. Next, when rendering all the other non-occluders we start with frustum culling, then we move to check occlusion. By creating a screen space AABB around the object being rendered, we can then loop through all the pixels touched by the AABB in the smallest level of the HOM. We will then determine if an object completely shares the same screen space as the occluder or not. If it is neither (it only partially shares), we traverse up the HOM until we determine one of those or reach the last HOM level (at this point, we would just draw it). Interestingly enough, by making the checks a little less rigid, we can introduce approximate occlusion culling. If we ever determine complete coverage, the next step is to check the DEB. Notice that for each occluder, the DEB has a large rectangle with each pixel representing the value of the furthest depth. That means, if an object completely shares the same space as an occluder and that it is completely behind the depth given by the DEB, then it must be not visible. The next thing to do is find the closest depth to the viewer on the object, then scan pixels covered by the object’s screen space AABB and compare the closest depth to the depth read. If it always turns out to be behind, then the object is not visible.
Apologies for such a lengthy explanation, but it’s a long process. Hope you enjoy the demo below!


Categories: Graphics Tags:
  1. No comments yet.
  1. No trackbacks yet.