Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
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
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Extending graphics hardware for occlusion queries in OpenGL
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Rendering on a budget: a framework for time-critical rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Effective occlusion culling for the interactive display of arbitrary models
Effective occlusion culling for the interactive display of arbitrary models
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
Using graphics hardware to speed up visibility queries
Journal of Graphics Tools
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hardware-Accelerated from-Region Visibility Using a Dual Ray Space
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Simplifying complex environments using incremental textured depth meshes
ACM SIGGRAPH 2003 Papers
Visibility Preprocessing for Urban Scenes using Line Space Subdivision
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
An incremental SMLAOI algorithm for progressive downloading large scale WebVR scenes
Proceedings of the 14th International Conference on 3D Web Technology
ACM SIGGRAPH 2009 Courses
An integer incremental AOI algorithm for progressive downloading of large scale VRML environments
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Preprocessed global visibility for real-time rendering on low-end hardware
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
A low dimensional framework for exact polygon-to-polygon occlusion queries
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Fast exact from-region visibility in urban scenes
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Aggressive region-based visibility computation using importance sampling
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present a novel aggressive visibility preprocessing technique for general 3D scenes. Our technique exploits commodity graphics hardware and is faster than most conservative solutions, while simultaneously not overestimating the set of visible polygons. The cost of this benefit is that of potential image error. In order to reduce image error, we have developed an effective error minimization heuristic. We present results showing the application of our technique to highly complex scenes, consisting of many small polygons. We give performance results, an in depth error analysis using various metrics, and an empirical analysis showing a high degree of scalability. We show that our technique can rapidly compute from-region visibility (1hr 19min for a 5 million polygon forest), with minimal error (0.3% of image). On average 91.3% of the scene is culled.