Combining Adaptive Binary Trees (ABTs) with Hardware Based Occlusion for High Poly Model Visualization

Hussain Amjad Sheikh, Muhammad Adnan Umer · 2005

With the ever increasing complexity of the geometry being used in the scenes and levels of modern day visualization applications and games, the ever soaring number of faces and the more and more complex operations performed per geometry (such as use of shaders), it is extremely important to have some algorithm that can be used for efficient culling of geometry for visibility determination, collision detection and similar calculations. ABTs can be used for hierarchical representation of the scene, providing fast traversal for rendering and collision, good localization and minimum splitting of faces. The algorithm is applicable to all sorts of environments, including both indoor and outdoor scenes, and has the capability to handle fully dynamic geometry. The algorithm can also be merged with some good occlusion technique for even more efficient culling

Read the paper · More papers on PaperTik