Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
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
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
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
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
Effective occlusion culling for the interactive display of arbitrary models
Effective occlusion culling for the interactive display of arbitrary models
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th 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
Virtual Occluders: An Efficient Intermediate PVS Representation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Occlusion culling is an important technique to speed up the rendering process for walkthroughs in a complex environment. In this paper, we present a new approach for occlusion culling with respect to a view cell. A compact representation, the Global Occlusion Map (GOM), is proposed for storing the global visibility information of general 3D models with respect to the view cell. The GOM provides a collection of Directional Visibility Barriers (DVB), which are virtual occluding planes aligned with the main axes of the world coordinates that act as occluders to reject invisible objects lying behind them in every direction from a view cell. Since the GOM is a two-dimensional array, its size is bounded, depending only on the number of the sampled viewing directions. Furthermore, it is easy to conservatively compress the GOM by treating it as a depth image. Due to the axial orientations of the DVBs, both the computational and storage costs for occlusion culling based on the GOM is minimized. Our implementation shows the Global Occlusion Map is effective and efficient in urban walkthrough applications.