Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Temporally coherent conservative visibility
Selected papers from the 12th 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
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proving theorems by pattern recognition I
Communications of the ACM
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
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
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Visibility Computations in Densely Occluded Polyhedral Environments
Visibility Computations in Densely Occluded Polyhedral Environments
dPVS: An Occlusion Culling System for Massive Dynamic Environments
IEEE Computer Graphics and Applications
Tile-based methods for interactive applications
ACM SIGGRAPH 2008 classes
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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The creation of realistic, complex, and diversified virtual worlds is of utmost importance for video games. Unfortunately the amount of time required to create 3D scene contents can be extremely tedious to graphic artists. While procedural modeling can alleviate this task, it has mostly been developed for specific contexts. In this paper, we study tiling for synthetic worlds, taking into account visibility between tiles. We propose a method, Occlusion Tiling, that precomputes full 2D occlusion caused by tiles in order to ensure that a limited number of tiles can be visible from any viewpoint on the tiling. These tiles are then used as extruded 3D scenes, thus bounding the number of polygons sent to the graphics rendering pipeline for guaranteed throughput.