Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
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
Extending graphics hardware for occlusion queries in OpenGL
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Handbook of discrete and computational geometry
An exact interactive time visibility ordering algorithm for polyhedral cell complexes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Effective occlusion culling for the interactive display of arbitrary models
Effective occlusion culling for the interactive display of arbitrary models
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Time critical isosurface refinement and smoothing
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Jupiter: a toolkit for interactive large model visualization
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Parallel and out-of-core view-dependent isocontour visualization using random data distribution
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Enabling View-Dependent Progressive Volume Visualization on the Grid
IEEE Computer Graphics and Applications
Conservative Visibility Preprocessing for Complex Virtual Environments
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Feature-Based Visibility-Driven CLOD for Terrain
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
Interactive remote large-scale data visualization via prioritized multi-resolution streaming
Proceedings of the 2009 Workshop on Ultrascale Visualization
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Occlusion culling for sub-surface models in geo-scientific applications
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
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We present a technique for optimizing the rendering of highdepth complexity scenes. Prioritized-Layered Projection (PLP) does this by rendering an estimation of the visible set for each frame. The novelty in our work lies in the fact that we do not explicitly compute visible sets. Instead, our work is based on computing on demand a priority order for the polygons that maximizes the likelihood of rendering visible polygons before occluded ones for any given scene. Given a fixed budget, e.g. time or number of triangles, our rendering algorithm makes sure to render geometry respecting the computed priority.There are two main steps to our technique: (1) an occupancy-based tessellation of space; and (2) a solidity-based traversal algorithm. PLP works by computing an occupancy-based tessellation of space, which tends to have smaller cells where there are more geometric primitives, e.g., polygons. In this spatial tessellation, each cell is assigned a solidity value, which is directly proportional to its likelihood of occluding other cells. In its simplest form, a cell's solidity value is directly proportional to the number of polygons contained within it. During our traversal algorithm, cells are marked for projection, and the geometric primitives contained within them actually rendered. The traversal algorithm makes use of the cells' solidity, and other view-dependent information to determine the ordering in which to project cells. By tailoring the traversal algorithm to the occupancy-based tessellation, we can achieve very good frame rates with low preprocessing and rendering costs.In this paper, we describe our technique and its implementation in detail. We also provide experimental evidence of its performance and briefly discuss extensions of our algorithm.