Efficient algorithms for shortest path and visibility problems
Efficient algorithms for shortest path and visibility problems
Art gallery theorems and algorithms
Art gallery theorems and algorithms
The visibility diagram: a data structure for visibility problems and motion planning
SWAT '90 Proceedings of the second Scandinavian workshop on Algorithm theory
Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Efficient binary space partitions for hidden-surface removal and solid modeling
Discrete & Computational Geometry - Selected papers from the fifth annual ACM symposium on computational geometry, Saarbrücken, Germany, June 5-11, 1989
The rendering architecture of the DN10000VS
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Linear programming and convex hulls made easy
SCG '90 Proceedings of the sixth annual symposium on Computational geometry
Visibility and intersectin problems in plane geometry
SCG '85 Proceedings of the first annual symposium on Computational geometry
Multidimensional binary search trees used for associative searching
Communications of the ACM
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
The Silicon Graphics 4D/240GTX Superworkstation
IEEE Computer Graphics and Applications
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
Computing the antipenumbra of an area light source
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
An importance-driven radiosity algorithm
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Finding a line transversal of axial objects in three dimensions
SODA '92 Proceedings of the third annual ACM-SIAM symposium on Discrete algorithms
Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Tools for the development of application-specific virtual memory management
OOPSLA '93 Proceedings of the eighth annual conference on Object-oriented programming systems, languages, and applications
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Global visibility algorithms for illumination computations
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Partitioning and ordering large radiosity computations
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Object associations: a simple and practical approach to virtual 3D manipulation
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Building and exploiting levels of detail: an overview and some VRML experiments
VRML '95 Proceedings of the first symposium on Virtual reality modeling language
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Temporal continuity of levels of detail in Delaunay triangulated terrain
Proceedings of the 7th conference on Visualization '96
Navigating static environments using image-space simplification and morphing
Proceedings of the 1997 symposium on Interactive 3D graphics
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
High fidelity for immersive displays
Conference Companion on Human Factors in Computing Systems
Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Virtual voyage: interactive navigation in the human colon
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive simulation of fire in virtual building environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View volume culling using a probabilistic caching scheme
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Efficient navigation around complex virtual environments
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Optimized geometry compression for real-time rendering
VIS '97 Proceedings of the 8th conference on Visualization '97
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
Controlled simplification of genus for polygonal models
VIS '97 Proceedings of the 8th conference on Visualization '97
Viewspace partitioning of densely occluded scenes
Proceedings of the fourteenth annual symposium on Computational geometry
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Visibility sorting and compositing without splitting for image layer decompositions
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Extending graphics hardware for occlusion queries in OpenGL
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Preprocessing occlusion for real-time selective refinement
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Automatic image placement to provide a guaranteed frame rate
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Adaptive hierarchical visibility in a tiled architecture
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Real-time acoustic modeling for distributed virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Rendering equation revisited: how to avoid explicit visibility computations
Proceedings of the tenth annual ACM-SIAM symposium on Discrete algorithms
Rendering on a budget: a framework for time-critical rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
ACM Transactions on Graphics (TOG)
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A video-based rendering acceleration algorithm for interactive walkthroughs
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Shape sensitive geometric permutations
SODA '01 Proceedings of the twelfth annual ACM-SIAM symposium on Discrete algorithms
A visibility determination algorithm for interactive virtual endoscopy
Proceedings of the conference on Visualization '00
A segment-tree based kinetic BSP
SCG '01 Proceedings of the seventeenth annual symposium on Computational geometry
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Out-of-core sort-first parallel rendering for cluster-based tiled displays
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Occlusion Culling Algorithms: A Comprehensive Survey
Journal of Intelligent and Robotic Systems
Rendering of virtual environments based on polygonal & point-based models
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
The global occlusion map: a new occlusion culling approach
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Case study on real-time visualization of virtual tübingen on commodity PC hardware
Proceedings of the conference on Visualization '01
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
IEEE Transactions on Visualization and Computer Graphics
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Dynamic Scene Occlusion Culling
IEEE Transactions on Visualization and Computer Graphics
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Images for Accelerating Architectural Walkthroughs
IEEE Computer Graphics and Applications
On Neighbors in Geometric Permutations
SWAT '02 Proceedings of the 8th Scandinavian Workshop on Algorithm Theory
Communication Visibility in Shared Virtual Worlds
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
Representation and Interactive Manipulation of Massive CAD Databases
ISD '99 Selected Papers from the International Workshop on Integrated Spatial Databases, Digital Inages and GIS
Enhancing 3D Graphics on Mobile Devices by Image-Based Rendering
PCM '02 Proceedings of the Third IEEE Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
Out-of-core sort-first parallel rendering for cluster-based tiled displays
Parallel Computing - Parallel graphics and visualisation
Immersive and interactive exploration of billion-atom systems
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
Local polyhedra and geometric graphs
Proceedings of the nineteenth annual symposium on Computational geometry
Gaze-directed Adaptive Rendering for Interacting with Virtual Space
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Exploiting Frame to Frame Coherence in a Virtual Reality System
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
On neighbors in geometric permutations
Discrete Mathematics
Geometric permutations of balls with bounded size disparity
Computational Geometry: Theory and Applications - Special issue on the thirteenth canadian conference on computational geometry - CCCG'01
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Erosion based visibility preprocessing
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Conservative Visibility Preprocessing for Complex Virtual Environments
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Remote Interactive Walkthrough of City Models
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Breaking the Walls: Scene Partitioning and Portal Creation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Binary-Space-Partitioned Images for Resolving Image-Based Visibility
IEEE Transactions on Visualization and Computer Graphics
k-D tree face portals with solid geometry
Graphics programming methods
A VRML97-X3D extension for massive scenery management in virtual worlds
Proceedings of the ninth international conference on 3D Web technology
Modeling and visualization of complex geometric environments
Geometric modeling
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
Visualizing reality in an augmented virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2003
The Hierarchical Degree-of-Visibility Tree
IEEE Transactions on Knowledge and Data Engineering
dPVS: An Occlusion Culling System for Massive Dynamic Environments
IEEE Computer Graphics and Applications
vLOD: High-Fidelity Walkthrough of Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Local polyhedra and geometric graphs
Computational Geometry: Theory and Applications - Special issue on the 19th annual symposium on computational geometry - SoCG 2003
Visibility-Based Prefetching for Interactive Out-Of-Core Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Size equivalent cluster trees (SEC-Trees) realtime rendering of large industrial scenes
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Approximate range searching using binary space partitions
Computational Geometry: Theory and Applications
ACM SIGGRAPH 2006 Papers
Enabling scalability by partitioning virtual environments using frontier sets
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Traversal fields for ray tracing dynamic scenes
Proceedings of the ACM symposium on Virtual reality software and technology
Computer-Aided Design
Interactive walkthrough of large 3D models of buildings on mobile devices
Proceedings of the twelfth international conference on 3D web technology
Occlusion Culling in Large Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Efficient reduction of access latency through object correlations in virtual environments
EURASIP Journal on Applied Signal Processing
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
A spatial awareness framework for enhancing game agent behaviour
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Complexity and Occlusion Management for the World-in-Miniature Metaphor
SG '09 Proceedings of the 10th International Symposium on Smart Graphics
Approximate range searching using binary space partitions
Computational Geometry: Theory and Applications
Local polyhedra and geometric graphs
Computational Geometry: Theory and Applications - Special issue on the 19th annual symposium on computational geometry - SoCG 2003
Camera control in computer graphics: models, techniques and applications
ACM SIGGRAPH ASIA 2009 Courses
Distributed visibility culling technique for complex scene rendering
Journal of Visual Languages and Computing
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Frontier sets in large terrains
Proceedings of Graphics Interface 2010
A real-time cinematography system for interactive 3D environments
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Preprocessed global visibility for real-time rendering on low-end hardware
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
The director's lens: an intelligent assistant for virtual cinematography
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Simple and fast terrain rendering using graphics hardware
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Efficient approximate visibility query in large dynamic environments
DASFAA'10 Proceedings of the 15th international conference on Database Systems for Advanced Applications - Volume Part I
Approximate range searching using binary space partitions
FSTTCS'04 Proceedings of the 24th international conference on Foundations of Software Technology and Theoretical Computer Science
Culling an object hierarchy to a frustum hierarchy
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
A scalable server for 3D metaverses
USENIX ATC'12 Proceedings of the 2012 USENIX conference on Annual Technical Conference
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Out of core photon-mapping for large buildings
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Fast exact from-region visibility in urban scenes
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Near optimal hierarchical culling: performance driven use of hardware occlusion queries
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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The number of polygons comprising interesting architectural models is many more than can be rendered at interactive frame rates. However, due to occlusion by opaque surfaces (e.g., walls), only a small fraction of a typical model is visible from most viewpoints.We describe a method of visibility preprocessing that is efficient and effective for axis-aligned or axial architectural models. A model is subdivided into rectangular cells whose boundaries coincide with major opaque surfaces. Non-opaque portals are identified on cell boundaries, and used to form an adjacency graph connecting the cells of the subdivision. Next, the cell-to-cell visibility is computed for each cell of the subdivision, by linking pairs of cells between which unobstructed sightlines exist.During an interactive walkthrough phase, an observer with a known position and view cone moves through the model. At each frame, the cell containing the observer is identified, and the contents of potentially visible cells are retrieved from storage. The set of potentially visible cells is further reduced by culling it against the observer's view cone, producing the eye-to-cell visibility. The contents of the remaining visible cells are then sent to a graphics pipeline for hidden-surface removal and rendering.Tests on moderately complex 2-D and 3-D axial models reveal substantially reduced rendering loads.