Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
Real-time rendering
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Visibility Computations in Densely Occluded Polyhedral Environments
Visibility Computations in Densely Occluded Polyhedral Environments
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Portal-based rendering traditionally describes techniques that involve rendering scenes that have been partitioned into cells connected by portals. The partition information is exploited to determine visibility information. Recently, portal-based rendering has also been used to describe scenes composed from cells and transformative portals. Interesting scenes can be composed by using cell topologies that would never emerge from scene partitioning. Although some constraints have been removed to allow for scene composition, many still exist. The surfaces of portals are necessarily planar and convex polygons, usually with a low maximum number of vertices. These constraints are imposed to simplify clipping that would otherwise become geometrically complex. In this paper, we analyze a technique to simulate complex geometric clipping using fragment culling and integrate this into an algorithm to render arbitrary portals. Finally we provide some examples of interesting portal-based environments that are enabled by our algorithm.