The creation of realistic, complex, and diversified virtual worlds is of
utmost importance for video games. Unfortunately
the amount of time required to create 3D scene contents can be extremely
tedious to graphic artists. While procedural modeling can alleviate this
task, it has mostly been developed for specific contexts.
In this paper, we study tiling for synthetic worlds, taking into account
visibility between tiles. We propose a method, Occlusion Tiling,
that precomputes full 2D occlusion caused by tiles in order to
ensure that a limited number of tiles can be visible from any viewpoint on
the tiling. These tiles are then used as extruded 3D scenes, thus bounding
the number of polygons sent to the graphics rendering pipeline for
guaranteed throughput.