This paper describes a new algorithm that employs image-based rendering for
fast occlusion culling in complex urban environments. It exploits graphics
hardware to render and automatically combine a relatively large set of occ
luders. The algorithm is fast to calculate and therefore also useful for sc
enes of moderate complexity and walkthroughs with over 20 frames per second
. Occlusion is calculated dynamically and does not rely on any visibility p
recalculation or occluder preselection. Speed-ups of one order of magnitude
can be obtained.