Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Unified sun and sky illumination for shadows under trees
CVGIP: Graphical Models and Image Processing
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
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
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
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
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Hierarchical image caching for accelerated walkthroughs of complex environments
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
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Simulation levels of detail for real-time animation
Proceedings of the conference on Graphics interface '97
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Preprocessing occlusion for real-time selective refinement
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Temporally coherent conservative visibility
Selected papers from the 12th annual symposium on Computational Geometry
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Hierarchical Visibility in Terrains
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
HLODs for faster display of large static and dynamic environments
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
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
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
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
A panoramic walkthrough system with occlusion culling
EGVE '03 Proceedings of the workshop on Virtual environments 2003
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
Breaking the Walls: Scene Partitioning and Portal Creation
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
Modeling and visualization of complex geometric environments
Geometric modeling
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
Scalable pedestrian simulation for virtual cities
Proceedings of the ACM symposium on Virtual reality software and technology
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
Level of detail based occlusion culling for dynamic scenes
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
ACM SIGGRAPH 2006 Papers
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Distributed visibility culling technique for complex scene rendering
Journal of Visual Languages and Computing
Frontier sets in large terrains
Proceedings of Graphics Interface 2010
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
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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Visualization of very complex scenes can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently computes potentially visible geometry for volumetric viewing cells. We introduce novel extended projection operators, which permits efficient and conservative occlusion culling with respect to all viewpoints within a cell, and takes into account the combined occlusion effect of multiple occluders. We use extended projection of occluders onto a set of projection planes to create extended occlusion maps; we show how to efficiently test occludees against these occlusion maps to determine occlusion with respect to the entire cell. We also present an improved projection operator for certain specific but important configurations. An important advantage of our approach is that we can re-project extended projections onto a series of projection planes (via an occlusion sweep), and accumulate occlusion information from multiple blockers. This new approach allows the creation of effective occlusion maps for previously hard-to-treat scenes such as leaves of trees in a forest. Graphics hardware is used to accelerate both the extended projection and reprojection operations. We present a complete implementation demonstrating significant speedup with respect to view-frustum culling only, without the computational overhead of on-line occlusion culling.