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
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Rendering on a budget: a framework for time-critical rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
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
Conservative visibility preprocessing for walkthroughs of complex urban scenes
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
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This paper presents a new approach to visibility culling. We propose a conservativevisibility preprocessing method for complex virtual environments. The proposed method dealswith general 3D graphical models and invisible polygons jointly blocked by multipleoccluders. The proposed method decomposes volume visibility from the predefined volumeinto the area visibility from rectangles surrounding predefined volume. Then, to handle thevolume visibility, we solve the area visibility problem. The proposed method expresses areavisibility information into 3D space and keeps it with a BSP(binary space partitioning) tree.Area visibility information is image plane information for every viewpoints within the viewrectangle. To express the area visibility information in 3D space, we present modified ghostpolygon and method reducing dependency between axes in view rectangle. The proposedmethod has been tested on several large-scale urban scenes, and has shown its effectiveness.