Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
3-D sound for virtual reality and multimedia
3-D sound for virtual reality and multimedia
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Virtual Occluders: An Efficient Intermediate PVS Representation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Interactive sound rendering in complex and dynamic scenes using frustum tracing
IEEE Transactions on Visualization and Computer Graphics
Gpu gems 3
AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation
IEEE Transactions on Visualization and Computer Graphics
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Fast exact from-region visibility in urban scenes
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
RESound: interactive sound rendering for dynamic virtual environments
MM '09 Proceedings of the 17th ACM international conference on Multimedia
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We present an efficient technique to compute the potentially visible set (PVS) of triangles in a complex 3D scene from a viewpoint. The algorithm computes a conservative PVS at object space accuracy. Our approach traces a high number of small, volumetric frusta and computes blockers for each frustum using simple intersection tests. In practice, the algorithm can compute the PVS of CAD and scanned models composed of millions of triangles at interactive rates on a multi-core PC. We also use the visibility algorithm to accurately compute the reflection paths from a point sound source. The resulting sound propagation algorithm is 10–20x faster than prior accurate geometric acoustic methods.