B31: Min-Max Mipmaps for Efficient 2D Occlusion Culling

Scheckel,S., Kolb,A.

Abstract:
In 3D, view frustum and occlusion culling are well estabilshed techniques in order to improve the rendering performance of complex scenes. On the other hand, in 2D games the scene is composed of partially transparent textures in a known layer arrangement. Due to the structural differences, the established 3D culling techniques cannot be applied to the 2D rendering, which is commonly achieved in a simple back-to-front blending scheme. This paper discusses some obvious options to realize 2D occlusion culling techniques using standard OpenGL functionalities, and introduces a novel 2D culling technique based on min-max mipmaps. Furthermore, the performance of the different techniques is evaluated for different scenarios.