Applications of world projections
Proceedings on Graphics Interface '86/Vision Interface '86
Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Voxel occlusion testing: a shadow determination accelerator for ray tracing
Proceedings on Graphics interface '90
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
Computing the antipenumbra of an area light source
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Fast object-precision shadow generation for area light sources using BSP trees
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A fast shadow algorithm for area light sources using backprojection
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast computation of shadow boundaries using spatial coherence and backprojections
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Partitioning and ordering large radiosity computations
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Consistent solid and boundary representations from arbitrary polygonal data
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
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
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
Direct illumination with lazy visibility evaluation
Proceedings of the 26th 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
Hierarchical Visibility in Terrains
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Fast Approximate Quantitative Visibility for Complex Scenes
CGI '98 Proceedings of the Computer Graphics International 1998
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Conservative visibility preprocessing for walkthroughs of complex urban scenes
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Rendering of large and complex urban environments for real time heritage reconstructions
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Occlusion Culling Algorithms: A Comprehensive Survey
Journal of Intelligent and Robotic Systems
The global occlusion map: a new occlusion culling approach
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Perceptually-driven decision theory for interactive realistic rendering
ACM Transactions on Graphics (TOG)
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Efficient view-dependent rendering of terrains
GRIN'01 No description on Graphics interface 2001
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Erosion based visibility preprocessing
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Conservative Visibility Preprocessing for Complex Virtual Environments
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Remote Interactive Walkthrough of City Models
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Supporting real-time visualization with the HDoV tree
Proceedings of the 2003 ACM symposium on Applied computing
A VRML97-X3D extension for massive scenery management in virtual worlds
Proceedings of the ninth international conference on 3D Web technology
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
vLOD: High-Fidelity Walkthrough of Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Visibility and its dynamics in a PDE based implicit framework
Journal of Computational Physics
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Visibility-Based Prefetching for Interactive Out-Of-Core Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
ACM SIGGRAPH 2006 Papers
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Properties of a Level Set Algorithm for the Visibility Problems
Journal of Scientific Computing
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Accelerating shadow rays using volumetric occluders and modified kd-tree traversal
Proceedings of the Conference on High Performance Graphics 2009
Distributed visibility culling technique for complex scene rendering
Journal of Visual Languages and Computing
Proceedings of Graphics Interface 2011
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
Interactive rendering of trees with shading and shadows
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Hardware-accelerated from-region visibility using a dual ray space
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Accelerating volume raycasting using occlusion frustums
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
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
Information-Seeking Control Under Visibility-Based Uncertainty
Journal of Mathematical Imaging and Vision
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Visibility determination is a key requirement in a wide range of graphics algorithms. This paper introduces a new approach to the computation of volume visibility, the detection of occluded portions of space as seen from a given region. The method is conservative and classifies regions as occluded only when they are guaranteed to be invisible. It operates on a discrete representation of space and uses the opaque interior of objects as occluders. This choice of occluders facilitates their extension into adjacent opaque regions of space, in essence maximizing their size and impact. Our method efficiently detects and represents the regions of space hidden by such occluders. It is the first one to use the property that occluders can also be extended into empty space provided this space is itself occluded from the viewing volume. This proves extremely effective for computing the occlusion by a set of occluders, effectively realizing occluder fusion. An auxiliary data structure represents occlusion in the scene and can then be queried to answer volume visibility questions. We demonstrate the applicability to visibility preprocessing for real-time walkthroughs and to shadow-ray acceleration for extended light sources in ray tracing, with significant acceleration in both cases.