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Presentation

Potentially Visible Set Generation with the Disocclusion Buffer
DescriptionThe computation of a potentially visible set (PVS) can accelerate many computer graphics algorithms, such as framerate upsampling, streaming rendering, global illumination, and multi-fragment effects. Algorithms for from-region PVS have an inherently high complexity. Previous from-region PVS algorithms propagate occlusion through the scene in a front-to-back manner and are order-dependent, which places bounds on parallelism and restricts execution speed. We introduce the disocclusion buffer, which operates on a sparse, layered representation of the scene with quantized depth. In this representation, we invert the traditional PVS problem formulation and explicitly compute disocclusion rather than occlusion. Disocclusion can be computed in parallel in an order-independent manner, overcoming the main bottleneck in traditional PVS computation. Our PVS algorithm is over six times faster than the previous state of the art at the same level of accuracy in a direct comparison. It runs in shaders on the GPU without requiring any hardware extensions. We demonstrate how our work outperforms previous PVS algorithms in the range of supported camera motion without compromising quality.