Adaptive load sharing in homogeneous distributed systems
IEEE Transactions on Software Engineering
Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
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
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Fast backface culling using normal masks
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Hierarchical back-face computation
Proceedings of the eurographics workshop on Rendering techniques '96
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Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SCG '85 Proceedings of the first annual symposium on Computational geometry
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
Out-of-core simplification of large polygonal models
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
IEEE Computer Graphics and Applications
A taxonomy of scheduling in general-purpose distributed computing systems
IEEE Transactions on Software Engineering
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Proceedings of the Eurographics Workshop on Rendering Techniques '97
Virtual Occluders: An Efficient Intermediate PVS Representation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
ICDCS '96 Proceedings of the 16th International Conference on Distributed Computing Systems (ICDCS '96)
A Framework for the Real-Time Walkthrough of Massive Models
A Framework for the Real-Time Walkthrough of Massive Models
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Hierarchical contribution culling for fast rendering of complex scenes
PSIVT'06 Proceedings of the First Pacific Rim conference on Advances in Image and Video Technology
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This paper describes a complex scene rendering system that it can comprehensively render larger and more complex 3D scenes in a form of output-sensitive way by means of using distributed visibility culling technique. The process of the proposed visibility calculations is explicitly divided into two distinct phases, one is preprocessing stage, and the other is on-the-fly stage. At the preprocessing stage, the whole scene is partitioned into numerous regions, namely spatial cells, by adopting BSP tree algorithm. Accordingly, the complexity weight of each cell is estimated in advance depending on the number of geometric polygons within the cell. Afterwards we find out possible occluders in each cell for accelerating the real-time occlusion culling at run time. Moreover, instant visibility is taken into account to quickly calculate the tight potentially visible set (PVS) which is valid for several frames during the on-the-fly phase. As dynamic load balancing algorithm is concerned, we employ the cell arrangement mechanism to dynamically assign a specific amount of service demand to each calculating machine. The amount of service demand is estimated when a calculating machine is dynamically inserted into or removed from the distributed calculating cluster. Finally, after the drawing machines gather the PVS results from every calculating machine, they render the scene for users to view it on the next frames. From the simulation results, we can see that the proposed real-time walkthrough environment takes good advantage of the distributed visibility culling technique for displaying large, complex 3D scenes in real time and gets rid of a troublesome computation delay problem.