Efficient handling of large polygonal scenes has always
been a challenging task. In recent years, view-frustum and
occlusion culling have drawn a lot of attention for reducing
the complexity of those scenes. The problem of how to
efficiently organize such scenes for fast image synthesis is
widely neglected, although the answer heavily affects the
overall performance.
In this paper, we present three adapted algorithms for efficient
scene decomposition and compare those with another already
available algorithm for decomposing general polygonal models
into a hierarchy of sub-models for an occlusion culling
application. While the latter is available as a commercial
product, the three other approaches introduce new algorithms
for scene decomposition which achieve significant better results.
Keywords: Large Polygonal Models, Hierarchical Scene Organization,
Occlusion Culling.