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37
A survey of visibility for walkthrough applications
- IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER
, 2003
"... Visibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey, we review the fundamental issues in visibility and conduct an overview of ..."
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Cited by 128 (8 self)
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Visibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey, we review the fundamental issues in visibility and conduct an overview of the visibility culling techniques developed in the last decade. The taxonomy we use distinguishes between point-based and from-region methods. Point-based methods are further subdivided into object and image-precision techniques, while from-region approaches can take advantage of the cell-and-portal structure of architectural environments or handle generic scenes.
Interactive Distributed Ray Tracing of Highly Complex Models
- In Rendering Techniques 2001: 12th Eurographics Workshop on Rendering
, 2001
"... Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineering projects dealing with entire cars, ships, buildings, and processing plants. The complexity of such models is usually far bey ..."
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Cited by 63 (16 self)
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Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineering projects dealing with entire cars, ships, buildings, and processing plants. The complexity of such models is usually far beyond the interactive rendering capabilities of todays 3D graphics hardware. Previous approaches relied on costly preprocessing for reducing the number of polygons that need to be rendered per frame but suffered from excessive precomputation times --- often several days or even weeks.
Efficient Conservative Visibility Culling Using The Prioritized-Layered Projection Algorithm
, 2000
"... We propose a novel conservative visibility culling technique based on the Prioritized-Layered Projection (PLP) algorithm. PLP is a time-critical rendering technique that computes, for a given viewpoint, a partially correct image by rendering only a subset of the geometric primitives, those that PLP ..."
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Cited by 47 (11 self)
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We propose a novel conservative visibility culling technique based on the Prioritized-Layered Projection (PLP) algorithm. PLP is a time-critical rendering technique that computes, for a given viewpoint, a partially correct image by rendering only a subset of the geometric primitives, those that PLP determines to be mostly likely visible. Our new algorithm builds on PLP and provides an efficient way of finding the remaining visible primitives. We do this by adding a second phase to PLP which uses image-space techniques for determining the visibility status of the remaining geometry. Another contribution of our work is to show how to efficiently implement such image-space visibility queries using currently available OpenGL hardware and extensions. We report on the implementation of our techniques on several graphics architectures, analyze their complexity, and discuss a possible hardware extension that has the potential to further increase performance. CR Categories: I.3.3 [Computer Gra...
Interactive Volumetric Textures
- In Eurographics Rendering Workshop
, 1998
"... This paper presents a method for interactively rendering complex repetitive scenes such as landscapes, fur, organic tissues, etc. It is an adaptation to Z-buffer of volumetric textures, a ray-traced method, in order to use the power of existing graphics hardware. Our approach consists in slicing ..."
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Cited by 42 (5 self)
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This paper presents a method for interactively rendering complex repetitive scenes such as landscapes, fur, organic tissues, etc. It is an adaptation to Z-buffer of volumetric textures, a ray-traced method, in order to use the power of existing graphics hardware. Our approach consists in slicing a piece of 3D geometry (one repetitive detail of the complex data) into a series of thin layers. A layer is a rectangle containing the shaded geometry that falls in that slice. These layers are used as transparent textures, that are mapped onto the underlying surface (e.g. a hill or an animal skin) with an extrusion offset. We show some results obtained with our first implementation, such as a scene of 13 millions of virtual polygons animated at 2.5 frames per second on a SGI O2 .
Occluder Shadows for Fast Walkthroughs of Urban Environments
, 1999
"... . This paper describes a new algorithm that employs image based rendering for fast occlusion culling in complex urban environments. It exploits graphics hardware to render and automatically combine a relatively large set of occluders. The algorithm is fast to calculate and therefore also useful f ..."
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Cited by 40 (3 self)
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. This paper describes a new algorithm that employs image based rendering for fast occlusion culling in complex urban environments. It exploits graphics hardware to render and automatically combine a relatively large set of occluders. The algorithm is fast to calculate and therefore also useful for scenes of moderate complexity and walkthroughs with over 20 frames per second. Occlusion is calculated dynamically and does not rely on any visibility precalculation or occluder preselection. Speed-ups of one order of magnitude can be obtained. 1. Introduction In walkthrough applications for urban environments, a user navigates through a city as a pedestrian or vehicle driver. Such a system is useful for example in traffic simulation, visual impact analysis of architectural projects and computer games. A desirable goal is real-time rendering with about 20-30 frames per second (fps), that are sustained even when the viewer's speed is high (e. g., 100km/h when driving in a fast car). ...
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
, 2000
"... Prioritized-Layered Projection (PLP) is a technique for fast rendering of high depth complexity scenes. It works by estimating the visible polygons of a scene from a given viewpoint incrementally, one primitive at a time. It is not a conservative technique, instead PLP is suitable for the computa ..."
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Cited by 40 (12 self)
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Prioritized-Layered Projection (PLP) is a technique for fast rendering of high depth complexity scenes. It works by estimating the visible polygons of a scene from a given viewpoint incrementally, one primitive at a time. It is not a conservative technique, instead PLP is suitable for the computation of partially correct images for use as part of time-critical rendering systems. From a very high level, PLP amounts to a modification of a simple view-frustum culling algorithm, however, it requires the computation of a special occupancy-based tessellation, and the assignment to each cell of the tessellation a solidity value, which is used to compute a special ordering on how primitives get projected. In this paper, we detail the PLP algorithm, its main components and implementation. We also provide experimental evidence of its performance, including results on two types of spatial tessellation (using octree- and Delaunay-based tessellations), and several datasets. We also discu...
The Visibility Octree. A Data Structure for 3D Navigation
- Computers & Graphics
, 1999
"... This paper describes the Visibility Octree, a data structure to accelerate 3D navigation through very complex scenes. A conservative visibility algorithm that computes and hierarchically stores the structure at a preprocessing stage is presented. The Visibility Octree is used during navigation and i ..."
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Cited by 31 (2 self)
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This paper describes the Visibility Octree, a data structure to accelerate 3D navigation through very complex scenes. A conservative visibility algorithm that computes and hierarchically stores the structure at a preprocessing stage is presented. The Visibility Octree is used during navigation and its main contribution is its ability to provide an effective control over the coarseness of the visibility approximation. Tests with indoor ship scenes show that the visibility octree performs well on densely occluded environments. 1 Introduction and previous work This work is focused on the interactive navigation through very complex polygonal models. There are a wide range of applications nowadays whose requirements surpass even the most expensive high-end graphics workstations. To name a few, ship design, architectural design and virtual reality applications have hundreds of thousands or even millions of polygons. Current graphics hardware is not able to cope with these kind of scenes at...
Streaming of Complex 3D Scenes for Remote Walkthroughs
- Computer Graphics Forum
, 2001
"... We describe a new 3D scene streaming approach for remote walkthroughs. In a remote walkthrough, a user on a client machine interactively navigates through a scene that resides on a remote server. Our approach allows a user to walk through a remote 3D scene, without ever having to download the enti ..."
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Cited by 25 (0 self)
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We describe a new 3D scene streaming approach for remote walkthroughs. In a remote walkthrough, a user on a client machine interactively navigates through a scene that resides on a remote server. Our approach allows a user to walk through a remote 3D scene, without ever having to download the entire scene from the server. Our algorithm achieves this by selectively transmitting only small parts of the scene and lower quality representations of objects, based on the user's viewing parameters and the available connection bandwidth. An online optimization algorithm selects which object representations to send, based on the integral of a benefit measure along the predicted path of movement. The rendering quality at the client depends on the available bandwidth, but practical navigation of the scene is possible even when bandwidth is low.
Rendering on a Budget: A Framework for Time-Critical Rendering
, 1999
"... We present a technique for optimizing the rendering of highdepth complexity scenes. Prioritized-Layered Projection (PLP) does this by rendering an estimation of the visible set for each frame. The novelty in our work lies in the fact that we do not explicitly compute visible sets. Instead, our work ..."
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Cited by 19 (2 self)
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We present a technique for optimizing the rendering of highdepth complexity scenes. Prioritized-Layered Projection (PLP) does this by rendering an estimation of the visible set for each frame. The novelty in our work lies in the fact that we do not explicitly compute visible sets. Instead, our work is based on computing on demand a priority order for the polygons that maximizes the likelihood of rendering visible polygons before occluded ones for any given scene. Given a fixed budget, e.g. time or number of triangles, our rendering algorithm makes sure to render geometry respecting the computed priority. There are two main steps to our technique: (1) an occupancy-based tessellation of space; and (2) a solidity-based traversal algorithm. PLP works by computing an occupancybased tessellation of space, which tends to have smaller cells where there are more geometric primitives, e.g., polygons. In this spatial tessellation, each cell is assigned a solidity value, which is directly proport...
Instant Visibility
, 2001
"... We present an online occlusion culling system which computes visibility in parallel to the rendering pipeline. We show how to use point visibility algorithms to quickly calculate a tight potentially visible set (PVS ) which is valid for several frames, by shrinking the occluders used in visibility ..."
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Cited by 16 (2 self)
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We present an online occlusion culling system which computes visibility in parallel to the rendering pipeline. We show how to use point visibility algorithms to quickly calculate a tight potentially visible set (PVS ) which is valid for several frames, by shrinking the occluders used in visibility calculations by an adequate amount. These visibility calculations can be performed on a visibility server, possibly a distinct computer communicating with the display host over a local network. The resulting system essentially combines the advantages of online visibility processing and region-based visibility calculations, allowing asynchronous processing of visibility and display operations. We analyze two different types of hardware-based point visibility algorithms and address the problem of bounded calculation time which is the basis for true real-time behavior. Our results show reliable, sustained 60 Hz performance in a walkthrough with an urban environment of nearly 2 million polygons, and a terrain flyover.

