Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility, occlusion, and the aspect graph
International Journal of Computer Vision
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Visibility Computations in Densely Occluded Polyhedral Environments
Visibility Computations in Densely Occluded Polyhedral Environments
Breaking the Walls: Scene Partitioning and Portal Creation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present a new method for the automatic partitioning of view space into a multi-level view cell hierarchy. We use a cost-based model in order to minimize the average rendering time. Unlike previous methods, our model takes into account the actual visibility in the scene, and the partition is not restricted to planes given by the scene geometry. We show that the resulting view cell hierarchy works for different types of scenes and gives lower average rendering time than previously used methods.