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Directions to good implementation of Hansong Zhang Occlusion (Or good occlusion advice!)

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Hey guys, I thought i might have confused people more than neccessary in my recent question about occlusion culling.
I would very much like to know if anyone in here has a good implementation, or explanation of [color=#1C2837][size=2]Hansong Zhang's dissertation on
[color=#1C2837][size=2]"Effective Occlusion Culling for the Interactive Display of Arbitrary Models" - I think i get much of it, but I have certain things I'm not sure about,
[color=#1C2837][size=2]and i thought the easiest thing for me would be to examine code from people who manage to pull the technique off.
[color=#1C2837][size=2]

[color=#1C2837][size=2]Otherwise, I'd like to know if it's really feasible to read back an occlusion buffer texture hierarchy from 256^2 down to 1^2 for every rendered occluder
[color=#1C2837][size=2](I'm thinking of treating 3 to 5 geometry chunks as occluders every frame)
[color="#1c2837"]

[color="#1c2837"]Maybe I'm just aiming too high with the Zhang technique. - If you happen to know a good (and preferrably simple ;) ) way to perform occlusion
[color="#1c2837"]tests on voxel data stored in an octree, I'd really like to get some directions. I've been searching for help on this on goodle, but perhaps I just
[color="#1c2837"]suck at that, or there are really few dynamic geometry culling algorithms, (Yup, my voxels change now and then)
[color="#1c2837"]

[color="#1c2837"]Thanks in advance!

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I don't know anything about the Zhang method, but I have implemented this method before and found it works quite well. I think you would have to treat the moving voxels as a separate problem, and from what I can tell nobody wants to share their techniques for modifiable spatial partitioning (I have never seen any talk of how to do it efficiently for different partitioning schemes).

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I don't know anything about the Zhang method, but I have implemented this method before and found it works quite well. I think you would have to treat the moving voxels as a separate problem, and from what I can tell nobody wants to share their techniques for modifiable spatial partitioning (I have never seen any talk of how to do it efficiently for different partitioning schemes).


Oh, that's that querying again! Makes me think of Databases when i hear of it, :) My voxels aren't really moving, they're just changing colors and shift between being solid or empty.
Anyways thank's for the link. Maybe i can manage to implement that too. At first glance it looks quite descriptive. Thanks a lot again! :)

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