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.)
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
SCG '94 Proceedings of the tenth annual symposium on Computational geometry
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
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Out-of-core sort-first parallel rendering for cluster-based tiled displays
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
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
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
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Enabling View-Dependent Progressive Volume Visualization on the Grid
IEEE Computer Graphics and Applications
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Out-of-core sort-first parallel rendering for cluster-based tiled displays
Parallel Computing - Parallel graphics and visualisation
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
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)
IEEE Transactions on Visualization and Computer Graphics
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Granular visibility queries on the GPU
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Boids that see: Using self-occlusion for simulating large groups on GPUs
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
ACM SIGGRAPH 2009 Courses
Culling an object hierarchy to a frustum hierarchy
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
A low dimensional framework for exact polygon-to-polygon occlusion queries
EGSR'05 Proceedings of the Sixteenth 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
Coherent culling and shading for large molecular dynamics visualization
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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Prioritized-Layered Projection (PLP) is a technique for fast rendering of high depth complexity scenes. It works by estimating the visible polygons of a scene from a given viewpoint incrementally, one primitive at a time. It is not a conservative technique, instead PLP is suitable for the computation of partially correct images for use as part of time-critical rendering systems. From a very high level, PLP amounts to a modification of a simple view-frustum culling algorithm, however, it requires the computation of a special occupancy-based tessellation and the assignment to each cell of the tessellation a solidity value, which is used to compute a special ordering on how primitives get projected. In this paper, we detail the PLP algorithm, its main components, and implementation. We also provide experimental evidence of its performance, including results on two types of spatial tessellation (using octree- and Delaunay-based tessellations), and several datasets. We also discuss several extensions of our technique.