Octrees of objects in arbitrary motion: representation and efficiency
Computer Vision, Graphics, and Image Processing
Set operations on polyhedra using binary space partitioning trees
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Skip lists: a probabilistic alternative to balanced trees
Communications of the ACM
Merging BSP trees yields polyhedral set operations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Interactive solid geometry via partitioning trees
Proceedings of the conference on Graphics interface '92
Partitioning tree image representation and generation from 3D geometric models
Proceedings of the conference on Graphics interface '92
Hidden surface removal for c-oriented polyhedra
Computational Geometry: Theory and Applications
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
Error-bounded antialiased rendering of complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Shadow volume BSP trees for computation of shadows in dynamic scenes
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
NPSNET: a multi-player 3D virtual environment over the Internet
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 polygon tiling with coverage masks
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
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Output-senstitive rendering and communication in dynamic virtual environments
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
The annotated VRML 2.0 reference manual
The annotated VRML 2.0 reference manual
Kinetic binary space partitions for intersecting segments and disjoint triangles
Proceedings of the ninth annual ACM-SIAM symposium on Discrete algorithms
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
A Survey of Polygonal Simplification Algorithms
A Survey of Polygonal Simplification Algorithms
Hierarchical rendering of complex environments
Hierarchical rendering of complex environments
Accelerating ray shooting through aggressive 5D visibility preprocessing
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
Interactive simulation of complex audiovisual scenes
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
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Large, complex 3D scenes are best rendered in an output-sensitive way, i.e., in time largely independent of the entire scene model's complexity. Occlusion culling is one of the key techniques for output-sensitive rendering. We generalize existing occlusion culling algorithms, intended for static scenes, to handle dynamic scenes having numerous moving objects. The data structure used by an occlusion culling method is updated to reflect the objects' possible positions. To avoid updating the structure for every dynamic object at each frame, a temporal bounding volume (TBV) is created for each occluded dynamic object, using some known constraints on the object's motion. The TBV is inserted into the structure instead of the object. Subsequently, the object is ignored as long as the TBV is occluded and guaranteed to contain the object. The generalized algorithms' rendering time is linearly affected only by the scene's visible parts, not by hidden parts or by occluded dynamic objects. Our techniques also save communications in distributed graphic systems, e.g., multiuser virtual environments, by eliminating update messages for hidden dynamic objects. We demonstrate the adaptation of two occlusion culling algorithms to dynamic scenes: hierarchical Z-buffering and BSP tree projection.