HDTV (Hi-Vision) computer graphics
SIGGRAPH '89 ACM SIGGRAPH 89 Panel Proceedings
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
Computing the antipenumbra of an area light source
SIGGRAPH '92 Proceedings of the 19th 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
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Global visibility algorithms for illumination computations
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
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
Shadow volume BSP trees for computation of shadows in dynamic scenes
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Database management for interactive display of large architectural models
GI '96 Proceedings of the conference on Graphics interface '96
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
Dynamic visibility in polygonal scenes with the visibility complex
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Real-time rendering
Fast and accurate hierarchical radiosity using global visibility
ACM Transactions on Graphics (TOG)
Rendering on a budget: a framework for time-critical rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
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
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Computer Graphics and Virtual Environments: From Realism to Real - Time
Computer Graphics and Virtual Environments: From Realism to Real - Time
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Efficient construction of visibility maps using approximate occlusion sweep
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Dynamic Scene Occlusion Culling
IEEE Transactions on Visualization and Computer Graphics
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Virtual Occluders: An Efficient Intermediate PVS Representation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Real-Time Occlusion Culling with a Lazy Occlusion Grid
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
Fast Approximate Quantitative Visibility for Complex Scenes
CGI '98 Proceedings of the Computer Graphics International 1998
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Visibility Preprocessing for Urban Scenes using Line Space Subdivision
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
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
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Virtual environments are rapidly growing in size and complexity. At the same time, there is a strong commercial need for rendering larger and larger scenes at interactive rates. This leads to two basic enhancements, one by increasing the performance and the size of memory in hardware in order to support large scene rendering and another in software by designing more efficient visibility algorithms. Visibility culling methods manage complexity by sending only the potentially visible primitives into the rendering pipeline. At present, occlusion culling algorithms do not handle well scenes with dynamic objects. One of the main difficulties is handling changes to the object hierarchies since the visibility information changes continuously. In this chapter, we present a fast from-region occlusion culling method that is able to compute the potential visible sets online for large dynamic outdoor scenes. The method uses an occlusion map on a dual ray-space in order to encode visibility with respect to a view cell. It utilizes new features of the advanced graphics hardware architecture to construct and maintain occlusion maps.