Data structures and algorithms 3: multi-dimensional searching and computational geometry
Data structures and algorithms 3: multi-dimensional searching and computational geometry
Image rendering by adaptive refinement
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Art gallery theorems and algorithms
Art gallery theorems and algorithms
A Ray tracing algorithm for progressive radiosity
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Walkthrough—a dynamic graphics system for simulating virtual buildings
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Polygon comparison using a graph representation
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
An importance-driven radiosity algorithm
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
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Interactive modeling enhanced with constraints and physics with applications in molecular modeling
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
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
What are virtual environments?
IEEE Computer Graphics and Applications
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Amortizing 3D graphics optimization across multiple frames
Proceedings of the 8th annual ACM symposium on User interface and software technology
Building and exploiting levels of detail: an overview and some VRML experiments
VRML '95 Proceedings of the first symposium on Virtual reality modeling language
A system for application-independent time-critical rendering
CHI '95 Conference Companion on Human Factors in Computing Systems
Hierarchical image caching for accelerated walkthroughs of complex environments
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
Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visualization of complex models using dynamic texture-based simplification
Proceedings of the 7th conference on Visualization '96
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '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
A system for application-independent time-critical rendering
CHI '94 Conference Companion on Human Factors in Computing Systems
A framework for performance evaluation of real-time rendering algorithms in virtual reality
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
View volume culling using a probabilistic caching scheme
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
Viewspace partitioning of densely occluded scenes
Proceedings of the fourteenth annual symposium on Computational geometry
Extending graphics hardware for occlusion queries in OpenGL
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Automatic image placement to provide a guaranteed frame rate
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
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
A video-based rendering acceleration algorithm for interactive walkthroughs
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
Modeling acoustics in virtual environments using the uniform theory of diffraction
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Out-of-core sort-first parallel rendering for cluster-based tiled displays
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
The global occlusion map: a new occlusion culling approach
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Case study on real-time visualization of virtual tübingen on commodity PC hardware
Proceedings of the conference on Visualization '01
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Efficient clustering and visibility calculation for global illumination
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
IEEE Transactions on Visualization and Computer Graphics
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Interactive Design of Complex Time-Dependent Lighting
IEEE Computer Graphics and Applications
Priority Scheduling for Networked Virtual Environments
IEEE Computer Graphics and Applications
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Communication Visibility in Shared Virtual Worlds
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
Representation and Interactive Manipulation of Massive CAD Databases
ISD '99 Selected Papers from the International Workshop on Integrated Spatial Databases, Digital Inages and GIS
Out-of-core sort-first parallel rendering for cluster-based tiled displays
Parallel Computing - Parallel graphics and visualisation
Immersive and interactive exploration of billion-atom systems
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
Location based applications for mobile augmented reality
AUIC '03 Proceedings of the Fourth Australasian user interface conference on User interfaces 2003 - Volume 18
Gaze-directed Adaptive Rendering for Interacting with Virtual Space
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Evaluation of the effects of frame time variation on VR task performance
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Remote Interactive Walkthrough of City Models
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Breaking the Walls: Scene Partitioning and Portal Creation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Binary-Space-Partitioned Images for Resolving Image-Based Visibility
IEEE Transactions on Visualization and Computer Graphics
A VRML97-X3D extension for massive scenery management in virtual worlds
Proceedings of the ninth international conference on 3D Web technology
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
dPVS: An Occlusion Culling System for Massive Dynamic Environments
IEEE Computer Graphics and Applications
A New Technique for Rendering Complex Portals
IEEE Transactions on Visualization and Computer Graphics
Visibility-Based Prefetching for Interactive Out-Of-Core Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
ACM SIGGRAPH 2006 Papers
Enabling scalability by partitioning virtual environments using frontier sets
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Presence: Teleoperators and Virtual Environments
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Precomputed radiance transfer: theory and practice
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
TOADS: A Two-Dimensional Open-Ended Architectural Database System
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Collaborative Task Performance for Learning Using a Virtual Environment
Presence: Teleoperators and Virtual Environments
Sewing Worlds Together With SEAMs: A Mechanism to Construct Complex Virtual Environments
Presence: Teleoperators and Virtual Environments
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Efficient reduction of access latency through object correlations in virtual environments
EURASIP Journal on Applied Signal Processing
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Portal-based sound propagation for first-person computer games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Perception-based filtering for MMOGs
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Consistency constraints and 3D building reconstruction
Computer-Aided Design
Interactive resource-intensive applications made easy
Proceedings of the ACM/IFIP/USENIX 2007 International Conference on Middleware
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
ACM SIGGRAPH 2009 Courses
Interactive resource-intensive applications made easy
MIDDLEWARE2007 Proceedings of the 8th ACM/IFIP/USENIX international conference on Middleware
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Preprocessed global visibility for real-time rendering on low-end hardware
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
Proceedings of Graphics Interface 2011
Efficient approximate visibility query in large dynamic environments
DASFAA'10 Proceedings of the 15th international conference on Database Systems for Advanced Applications - Volume Part I
Culling an object hierarchy to a frustum hierarchy
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Out of core photon-mapping for large buildings
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A low dimensional framework for exact polygon-to-polygon occlusion queries
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Fast exact from-region visibility in urban scenes
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Real-time occlusion culling with a lazy occlusion grid
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Towards interactive photorealistic rendering of indoor scenes: a hybrid approach
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Voxel column culling: occlusion culling for large terrain models
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
Hi-index | 0.00 |
Two strategies, pre-computation before display and adaptive refinement during display, are used to combine interactivity with high image quality in a virtual building simulation. Pre-computation is used in two ways. The hidden-surface problem is partially solved by automatically pre-computing potentially visible sets of the model for sets of related viewpoints. Rendering only the potentially visible subset associated with the current viewpoint, rather than the entire model, produces significant speedups on real building models. Solutions for the radiosity lighting model are pre-computed for up to twenty different sets of lights. Linear combinations of these solutions can be manipulated in real time. We use adaptive refinement to trade image realism for interactivity as the situation requires. When the user is stationary we replace a coarse model using few polygons with a more detailed model. Image-level linear interpolation smooths the transition between differing levels of image realism.