Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th 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
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
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th 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
Hardware-Accelerated from-Region Visibility Using a Dual Ray Space
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Interactive walkthrough of large 3D models of buildings on mobile devices
Proceedings of the twelfth international conference on 3D web technology
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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In this paper we revisit the cells-and-portals visibility methods, originally developed for the special case of architectural interiors. We define an effectiveness measure for a cells-and-portals partition, and introduce a two-pass algorithm that computes a cells-and-portals partition. The algorithm uses a simple heuristic that creates short portals as a mean for generating an effective partition. The input to the algorithm is a set of half edges in 2D, that can be extracted from a complex polygonal model. The first pass of the algorithm creates an initial partition, which is then refined by the second pass. We show that our method creates a partition that is more effective than the common BSP partition, even when the latter is further refined with the application of our second pass. Our cells-and-portals algorithm isdesigned to deal with arbitrarily oriented walls. The algorithm also supports outdoor scenes, where the vertical walls of the buildings serve as occluders and portals are extended above the buildings. We show that the extended portals allow an output-sensitive rendering of large urban scenes. Finally, since our two-pass method is fully automatic and local, it supports incremental changes of the model by locally recomputing and updating the partition. We call our method "Breaking the Walls" (BW) since it breaks out of indoor scenes to outdoor scenes, and allows walls to be broken interactively, with an instant updating of the partition.