Computing the antipenumbra of an area light source
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Global visibility algorithms for illumination computations
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
CVGIP: Image Understanding
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd 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
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
Computational geometry: algorithms and applications
Computational geometry: algorithms and applications
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
The London Travel Demonstrator
Proceedings of the ACM symposium on Virtual reality software and technology
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
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
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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
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In this paper a novel from-region visibility algorithm is described. Its unique properties allow conducting remote walkthroughs in very large virtual environments, without preprocessing and storing prohibitive amounts of visibility information. The algorithm retains its speed and accuracy even when applied to large viewcells. This allows computing from-region visibility on-line, thus eliminating the need for visibility preprocessing. The algorithm utilizes a geometric transform, representing visibility in a two-dimensional space, the dual ray space. Standard rendering hardware is then used for rapidly performing visibility computation. The algorithm is robust and easy to implement, and can trade off between accuracy and speed. We report results from extensive experiments that were conducted on a virtual environment that accurately depicts 160 square kilometers of the city of London.