Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
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
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Hierarchical triangulation for multiresolution surface description
ACM Transactions on Graphics (TOG)
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd 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
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Hierarchical back-face computation
Proceedings of the eurographics workshop on Rendering techniques '96
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Terrain Decimation through Quadtree Morphing
IEEE Transactions on Visualization and Computer Graphics
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Perception-Guided simplification for real time navigation of very large-scale terrain environments
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
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We present Voxel Column Culling, an occlusion culling algorithm for real-time rendering of large terrain models. This technique can greatly reduce the number of polygons that must be rendered every frame, allowing a larger piece of terrain to be rendered at an interactive frame-rate. This is accomplished by using a form of 3D cell-based occlusion culling. A visibility table for the terrain model is precomputed and stored on disk. This table is then used to quickly bypass portions of the model that are not visible due to self-occlusion of the terrain model. This technique improves performance of real-time terrain simulations by reducing the number of polygons to be rendered.