Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility, occlusion, and the aspect graph
International Journal of Computer Vision
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
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
The Hierarchical Degree-of-Visibility Tree
IEEE Transactions on Knowledge and Data Engineering
Proceedings of the eleventh international conference on 3D web technology
3D Image-Based Rendering Technique for Mobile Handheld Devices
WOWMOM '06 Proceedings of the 2006 International Symposium on on World of Wireless, Mobile and Multimedia Networks
Interactive Mobile 3D Graphics for on-the-go visualization and walkthroughs
Proceedings of the 2006 ACM symposium on Applied computing
Mobile, hardware-accelerated urban 3D maps in 3G networks
Proceedings of the twelfth international conference on 3D web technology
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
A lightweight 3D visualization and navigation system on handheld devices
Proceedings of the 2009 ACM symposium on Applied Computing
Adaptive global visibility sampling
ACM SIGGRAPH 2009 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
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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We present an approach for real-time rendering of complex 3D scenes consisting of millions of polygons on limited graphics hardware. In a preprocessing step, powerful hardware is used to gain fine granular global visibility information of a scene using an adaptive sampling algorithm. Additively the visual influence of each object on the eventual rendered image is estimated. This influence is used to select the most important objects to display in our approximative culling algorithm. After the visibility data is compressed to meet the storage capabilities of small devices, we achieve an interactive walkthrough of the Power Plant scene on a standard netbook with an integrated graphics chipset.