Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A Solution to the Next Best View Problem for Automated Surface Acquisition
IEEE Transactions on Pattern Analysis and Machine Intelligence
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
Genetic Algorithms in Search, Optimization and Machine Learning
Genetic Algorithms in Search, Optimization and Machine Learning
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hardware-Accelerated from-Region Visibility Using a Dual Ray Space
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Advanced Global Illumination
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Simplifying complex environments using incremental textured depth meshes
ACM SIGGRAPH 2003 Papers
Visibility Preprocessing for Urban Scenes using Line Space Subdivision
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A low dimensional framework for exact polygon-to-polygon occlusion queries
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
Frontier sets in large terrains
Proceedings of Graphics Interface 2010
Fast prediction of scattering in mountainous terrain using commonly visible surfaces
Sarnoff'10 Proceedings of the 33rd IEEE conference on Sarnoff
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
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
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Aggressive region-based visibility computation using importance sampling
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Energy efficient multi-player smartphone gaming using 3D spatial subdivisioning and pvs techniques
Proceedings of the 3rd ACM international workshop on Interactive multimedia on mobile & portable devices
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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In this paper we propose a global visibility algorithm which computes from-region visibility for all view cells simultaneously in a progressive manner. We cast rays to sample visibility interactions and use the information carried by a ray for all view cells it intersects. The main contribution of the paper is a set of adaptive sampling strategies based on ray mutations that exploit the spatial coherence of visibility. Our method achieves more than an order of magnitude speedup compared to per-view cell sampling. This provides a practical solution to visibility preprocessing and also enables a new type of interactive visibility analysis application, where it is possible to quickly inspect and modify a coarse global visibility solution that is constantly refined.