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Siggraph 2011: Occlusion culling in Alan Wake
Occlusion Culling in Alan WakeAri Silvennoinen
Rendering Challenges in Alan Wake
IntroductionRendering challenges in Alan Wake
Large outdoor world
Dynamic objects
Local shadow rendering
Global shadow rendering
Umbra internals
Techniques and ideas used to tackle the rendering challenges
Umbra is the visibility middleware used in Alan Wake
Supports both hardware and software occlusion Large Outdoor WorldsOcclusion Culling and LOD
Efficient data handling
Only a subset of the world fits in the memoryRequirements for VisibilityScalable culling (view frustum, distance and occlusion)
Out-of-core objects should be cheap
Efficient initial construction
Incremental updates for dynamic objectsUmbra Architecture ClientUmbraInsert/UpdateSpatial databaseQuery beginQuery traversalCallbacksQuery end
Spatial DatabaseAxis-aligned BSP-tree with varying SAH split planes
Premultiplied OBB representation for objects
4x3 matrix for mapping the unit cube to world space OBB
Lazy update mechanism based on camera frustum
Mark nodes as dirty, update when actually traversed
Automatic amortized updates
Split plane optimization to improve spatial subdivision
Dead node cleanup to save memory on out-of-core locationsOcclusion CullingHierarchical hardware occlusion culling

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Siggraph 2011: Occlusion culling in Alan Wake