Differentiable Rendering based Part‐Aware Occlusion Proxy Generation

Abstract Software occlusion culling has become a prevalent method in modern game engines. It can significantly reduce the rendering cost by using an approximate coarse mesh (occluder) to cull hidden objects. An ideal occluder should use as few faces as possible to represent the original mesh with high culling accuracy. In contrary to mesh simplification, the process of generating a high quality occlusion proxy is not well‐established. Existing methods, which simply treat the mesh as a single entity, fall short in addressing complex models with interior structures. By leveraging advanced neural segmentation techniques and the optimization capabilities of differentiable rendering, in combination with a thoughtfully designed part‐aware shape fitting and camera placement strategy, our approach can generate high‐quality occlusion proxy mesh applicable across a diverse range of models with satisfactory precision, recall and very few faces. Moreover, extensive experiments compellingly demonstrate that our method substantially outperforms both state‐of‐the‐art methodologies and commercial tools in terms of occlusion quality and effectiveness.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-18
DOI
https://doi.org/10.1111/cgf.70077
Citations
2
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
7.08
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article

Differentiable Rendering based Part‐Aware Occlusion Proxy Generation

Zhipeng Tan, Fei Ling, Fei Xia, Yunhao Zhang
2 citations
Computer Graphics Forum
Computer Graphics and Visualization Techniques
7.08
article

Differentiable Rendering based Part‐Aware Occlusion Proxy Generation

Zhipeng Tan, Fei Ling, Fei Xia, Yunhao Zhang
article en
2 citations

Abstract

Abstract Software occlusion culling has become a prevalent method in modern game engines. It can significantly reduce the rendering cost by using an approximate coarse mesh (occluder) to cull hidden objects. An ideal occluder should use as few faces as possible to represent the original mesh with high culling accuracy. In contrary to mesh simplification, the process of generating a high quality occlusion proxy is not well‐established. Existing methods, which simply treat the mesh as a single entity, fall short in addressing complex models with interior structures. By leveraging advanced neural segmentation techniques and the optimization capabilities of differentiable rendering, in combination with a thoughtfully designed part‐aware shape fitting and camera placement strategy, our approach can generate high‐quality occlusion proxy mesh applicable across a diverse range of models with satisfactory precision, recall and very few faces. Moreover, extensive experiments compellingly demonstrate that our method substantially outperforms both state‐of‐the‐art methodologies and commercial tools in terms of occlusion quality and effectiveness.

Computer Graphics ForumVol. 44(2)
Tencent (China) (CN)
Openalex Percentile: Top 4%
Computer Graphics and Visualization Techniques
7.08
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