Stephen Chiavelli    
   Game Programmer    

   Hierarchal Occlusion Maps

Description:
  I implemented the Hierarchal Occlusion Map algorithm as described in this academic paper published by the University of North Carolina.

Video:

  Objects colored in white have been selected as occluders. The red areas in the lower left of the screen represent the occlusion maps at increasingly lower levels of resolution.

Constructing a database of good potential occluders::
  Done once at startup, potential occluders are selected based on whether the area of any one of their sides meets a minimum area requirement. The reason I chose this method instead of just volume is because a "billboard" shaped object might have low volume but still serve as an excellent occluder.

Selecting occluders each frame::
  I choose occluders from the potential occluder list based on their distance from the eyepoint. Those which are chosen are automatically drawn. Those which are not chosen as occluders for the current frame go through the culling tests just like the rest of the objects.

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