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
Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Database management for interactive display of large architectural models
GI '96 Proceedings of the conference on Graphics interface '96
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View volume culling using a probabilistic caching scheme
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Multi-projector displays using camera-based registration
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
Open Scene Graph A: Introduction, B: Examples and Applications
VR '04 Proceedings of the IEEE Virtual Reality 2004
Visibility-Based Prefetching for Interactive Out-Of-Core Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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Visibility culling of a scene is a crucial stage for interactive graphics applications, particularly for scenes with thousands of objects. The culling time must be small for it to be effective. A hierarchical representation of the scene is used for efficient culling tests. However, when there are multiple view frustums (as in a tiled display wall), visibility culling time becomes substantial and cannot be hidden by pipelining it with other stages of rendering. In this paper, we address the problem of culling an object to a hierarchically organized set of frustums, such as those found in tiled displays and shadow volume computation. We present an adaptive algorithm to unfold the twin hierarchies at every stage in the culling procedure. Our algorithm computes from-point visibility and is conservative. The precomputation required is minimal, allowing our approach to be applied for dynamic scenes as well. We show performance of our technique over different variants of culling a scene to multiple frustums. We also show results for dynamic scenes.