Error-bounded antialiased rendering of complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A New Technique for Rendering Complex Portals
IEEE Transactions on Visualization and Computer Graphics
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
A fragment culling technique for rendering arbitrary portals
ICCS'03 Proceedings of the 1st international conference on Computational science: PartI
Proceedings of Graphics Interface 2011
Fast exact from-region visibility in urban scenes
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Energy efficient multi-player smartphone gaming using 3D spatial subdivisioning and pvs techniques
Proceedings of the 3rd ACM international workshop on Interactive multimedia on mobile & portable devices
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This thesis investigates the extent to which precomputation and storage of visibility information can be utilized to accelerate on-line culling and rendering during an interactive visual simulation of a densely occluded geometric model. We have shown that practical visibility preprocessing and on-line culling is achievable, both theoretically and as a functioning implementation, for an important class of densely-occluded environments (e.g., architectural models). The visibility scheme first subdivides a geometric model into spatial cells, introducing cell boundaries wherever major occluders are present in the model. Next, a coarse visibility determination links cells, and objects within them, that are mutually visible through sightlines, or incident on conservative light bundles. This coarse visibility determination constitutes a per-cell potentially visible set or PVS of objects as an upper bound on the set of objects visible to any actual observer in a given cell. Thus, a simulated actual observer can be tracked through the spatial cells, while the coarse visibility information stored with each cell is retrieved, and subjected to on-line culling operations. The observer''s instantaneous view position and field of view are used to reduce the set of objects potentially visible from {\em anywhere} in the cell, to those potentially visible from the observer''s eyepoint. The resulting subset, typically a small fraction of the model data, is then issued to graphics hardware for rendering and discretized hidden-surface removal. These subdivision and visibility determination techniques have been implemented for general polyhedral geometric models in three dimensions. Using a furnished model of a planned computer science building as test data, we have achieved static culling rates of over 90\% and dynamic culling rates of more than 99\%, on average, decreasing the average refresh rates of a simulated walk through the model by a factor of about one hundred. The subdivision and visibility precomputation stages required several hours of compute-time for a five-story building, a reasonable figure given the design time cycle for a project of this size. The results of the visibility computation incurred less than 10\% storage overhead (15 megabytes) with respect to the amount of storage required by the geometric model itself (180 megabytes).