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Generation of Subdivision Hierarchies for Efficient Occlusion Culling of Large Polygonal Models

Efficient handling of large polygonal scenes has always been a challenging task. In recent years, view-frustum and occlusion culling have drawn a lot of attention for reducing the complexity of those scenes. The problem of how to efficiently organize such scenes for fast image synthesis is widely neglected, although the answer heavily affects the overall performance. In this paper, we present three novel algorithms for efficient scene subdivision and compare those with another already available algorithm for subdividing general polygonal models into a hierarchy of sub-models for an occlusion culling application. While the latter is available as a commercial product, the three other approaches introduce new algorithms for scene subdivision which achieve significant better results.