Abstract [eng] |
Occlusion culling is a method, which task is to determine geometry occluded with other geometry. Rendering this geometry is useless because it wouldn’t impact rendered picture in any way, so discarding it will improve render time. There are various methods to determine occluded geometry and hierarchical occlusion culling is one of them. This document contains a short summary of these methods, but it’s mainly focused on improving hierarchical occlusion culling algorithm performance by making use of DirectCompute technology. This technology is a part of Microsoft DirectX 11 API, which helps the developer to use graphics processor for general-purpose computation. Main goal is reached by performing in-depth analysis of implemented hierarchical occlusion culling algorithm modifications. This analysis consists of both general performance and various performance-related analyses. Further down the road conclusions and recommendations are given based on performed work and overall results. |