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Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
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
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Occlusion culling with optimized hierarchical buffering
ACM SIGGRAPH 99 Conference abstracts and applications
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
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HLODs for faster display of large static and dynamic environments
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WireGL: a scalable graphics system for clusters
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Parallel rendering with k-way replication
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Integrating occlusion culling with view-dependent rendering
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The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
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VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Interactive Distributed Ray Tracing of Highly Complex Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Interactive navigation in complex environments using path planning
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
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Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
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Proceedings of the 2004 ACM/IEEE conference on Supercomputing
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IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Papers - Volume 01
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Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
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ACM SIGGRAPH 2008 classes
Using GPUs to improve multigrid solver performance on a cluster
International Journal of Computational Science and Engineering
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
HiPC'05 Proceedings of the 12th international conference on High Performance Computing
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Distributed massive model rendering
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We present occlusion-switches for interactive visibility culling in complex 3D environments. An occlusion-switch consists of two GPUs (graphics processing units) and each GPU is used to either compute an occlusion representation or cull away primitives not visible from the current viewpoint. Moreover, we switch the roles of each GPU between successive frames. The visible primitives are rendered in parallel on a third GPU. We utilize frame-to-frame coherence to lower the communication overhead between different GPUs and improve the overall performance. The overall visibility culling algorithm is conservative up to image-space precision. This algorithm has been combined with levels-of-detail and implemented on three networked PCs, each consisting of a single GPU. We highlight its performance on complex environments composed of tens of millions of triangles. In practice, it is able to render these environments at interactive rates with little loss in image quality.