Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
Proceedings of the 9th annual ACM symposium on User interface software and technology
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visualization of complex models using dynamic texture-based simplification
Proceedings of the 7th conference on Visualization '96
Navigating static environments using image-space simplification and morphing
Proceedings of the 1997 symposium on Interactive 3D graphics
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Virtual voyage: interactive navigation in the human colon
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A framework for performance evaluation of real-time rendering algorithms in virtual reality
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
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
Controlled simplification of genus for polygonal models
VIS '97 Proceedings of the 8th conference on Visualization '97
Faster 3D game graphics by not drawing what is not seen
Crossroads - Special issue on computer graphics
Extending graphics hardware for occlusion queries in OpenGL
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Adaptive hierarchical visibility in a tiled architecture
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
GNU/MAVERIK: a micro-kernel for large-scale virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Finite-resolution hidden surface removal
SODA '00 Proceedings of the eleventh annual ACM-SIAM symposium on Discrete algorithms
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A visibility determination algorithm for interactive virtual endoscopy
Proceedings of the conference on Visualization '00
Occlusion Culling Algorithms: A Comprehensive Survey
Journal of Intelligent and Robotic Systems
Case study on real-time visualization of virtual tübingen on commodity PC hardware
Proceedings of the conference on Visualization '01
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Dynamic Scene Occlusion Culling
IEEE Transactions on Visualization and Computer Graphics
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Perceptually-driven decision theory for interactive realistic rendering
ACM Transactions on Graphics (TOG)
Communication Visibility in Shared Virtual Worlds
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
Representation and Interactive Manipulation of Massive CAD Databases
ISD '99 Selected Papers from the International Workshop on Integrated Spatial Databases, Digital Inages and GIS
Breaking the Walls: Scene Partitioning and Portal Creation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Portals: increasing visibility in virtual worlds
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
dPVS: An Occlusion Culling System for Massive Dynamic Environments
IEEE Computer Graphics and Applications
A New Technique for Rendering Complex Portals
IEEE Transactions on Visualization and Computer Graphics
Seamlessly integrated distributed shared virtual environments
Proceedings of the 20th spring conference on Computer graphics
Portholes and planes: faster dynamic evaluation of potentially visible sets
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Web-based historical city walks: advances and bottlenecks
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Persistent realtime building interior generation
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Interactive walkthrough of large 3D models of buildings on mobile devices
Proceedings of the twelfth international conference on 3D web technology
Simulating pattern design and layout for group calisthenics and eurhythmics
Simulation and Gaming - Symposium: virtual reality simulation
Gnu/Maverik: A Microkernel for Large-Scale Virtual Environments
Presence: Teleoperators and Virtual Environments
Occlusion Culling in Large Virtual Environments
Presence: Teleoperators and Virtual Environments
Sewing Worlds Together With SEAMs: A Mechanism to Construct Complex Virtual Environments
Presence: Teleoperators and Virtual Environments
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Consistency constraints and 3D building reconstruction
Computer-Aided Design
Granular visibility queries on the GPU
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2009 Courses
A fragment culling technique for rendering arbitrary portals
ICCS'03 Proceedings of the 1st international conference on Computational science: PartI
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Real-time occlusion culling with a lazy occlusion grid
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Voxel column culling: occlusion culling for large terrain models
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
Portals: aiding navigation in virtual museums
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
International Journal of Handheld Computing Research
Interactive Navigation and Exploration of Virtual Environments on Handheld Devices
International Journal of Handheld Computing Research
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We describe an approach for determining potentially visible sets in dynamic architectural models. Our scheme divides the models into cells and portals, computing a conservative estimate of which cells are visible at render time. The technique is simple to implement and can be easily integrated into existing systems, providing increased interactive performance on large architectural models.