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Occlusion Culling in Alan Wake Ari Silvennoinen
Rendering Challenges in Alan Wake
Introduction ,[object Object]
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 ,[object Object]
Efficient data handling
Only a subset of the world fits in the memory,[object Object]
Out-of-core objects should be cheap
Efficient initial construction
Incremental updates for dynamic objects,[object Object]
Spatial Database ,[object Object]
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 locations,[object Object]

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Siggraph 2011: Occlusion culling in Alan Wake