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59
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.
Larrabee: a many-core x86 architecture for visual computing
- In SIGGRAPH ’08: ACM SIGGRAPH 2008 papers
, 2008
"... Abstract 123 This paper presents a many-core visual computing architecture code named Larrabee, a new software rendering pipeline, a manycore programming model, and performance analysis for several applications. Larrabee uses multiple in-order x86 CPU cores that are augmented by a wide vector proces ..."
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Cited by 103 (6 self)
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Abstract 123 This paper presents a many-core visual computing architecture code named Larrabee, a new software rendering pipeline, a manycore programming model, and performance analysis for several applications. Larrabee uses multiple in-order x86 CPU cores that are augmented by a wide vector processor unit, as well as some fixed function logic blocks. This provides dramatically higher performance per watt and per unit of area than out-of-order CPUs on highly parallel workloads. It also greatly increases the flexibility and programmability of the architecture as compared to standard GPUs. A coherent on-die 2 nd level cache allows efficient inter-processor communication and high-bandwidth local data access by CPU cores. Task scheduling is performed entirely with software in Larrabee, rather than in fixed function logic. The customizable software graphics rendering pipeline for this
Adaptive Real-Time Level-of-detail-based Rendering for Polygonal Models
, 1997
"... We present an algorithm for performing adaptive real-time level-of-detail-based rendering for triangulated polygonal models. The simplifications are dependent on viewing direction, lighting, and visibility and are performed by taking advantage of image-space, object-space, and frame-to-frame coheren ..."
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Cited by 80 (10 self)
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We present an algorithm for performing adaptive real-time level-of-detail-based rendering for triangulated polygonal models. The simplifications are dependent on viewing direction, lighting, and visibility and are performed by taking advantage of image-space, object-space, and frame-to-frame coherences. In contrast to the traditional approaches of precomputing a fixed number of level-of-detail representations for a given object our approach involves statically generating a continuous level-ofdetail representation for the object. This representation is then used at run-time to guide the selection of appropriate triangles for display. The list of displayed triangles is updated incrementally from one frame to the next. Our approach is more effective than the current level-of-detail-based rendering approaches for most scientific visualization applications where there are a limited number of highly complex objects that stay relatively close to the viewer. Our approach is applicable for scalar (such as distance from the viewer) as well as vector (such as normal direction) attributes.
Virtual Voyage: Interactive Navigation in the Human Colon
, 1997
"... Virtual colonoscopy is a non-invasive computerized medical procedure for examining the entire colon to detect polyps. We present an interactive virtual colonoscopy method, which uses a physicallybased camera control model and a hardware-assisted visibility algorithm. By employing a potential field a ..."
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Cited by 73 (19 self)
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Virtual colonoscopy is a non-invasive computerized medical procedure for examining the entire colon to detect polyps. We present an interactive virtual colonoscopy method, which uses a physicallybased camera control model and a hardware-assisted visibility algorithm. By employing a potential field and rigid body dynamics, our camera control supplies a convenient and intuitive mechanism for examining the colonic surface while avoiding collisions. Our Zbuffer -assisted visibility algorithm culls invisible regions based on their visibility through a chain of portals, thus providing interactive rendering speed. We demonstrate our method with experimental results on a plastic pipe phantom, the Visible Human, and several patients. CR Categories: I.3.3 [Picture/Image Generation]: Display Algorithms; I.3.5 [Computational Geometry and Object Modeling]: Physically Based Modeling; I.3.6 [Methodologies and Techniques]: Interaction Techniques; I.3.7 [Three-Dimensional Graphics and Realism ]: Hidde...
View Dependent Isosurface Extraction
- In IEEE Visualization ’98
, 1998
"... We propose a new approach to polygonal isosurface extraction that is based on extracting only the visible portion of the isosurface. The visibility tests are done in two phases. First, coarse visibility tests are performed in software to determine the visible cells. These tests are based on hierarch ..."
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Cited by 65 (11 self)
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We propose a new approach to polygonal isosurface extraction that is based on extracting only the visible portion of the isosurface. The visibility tests are done in two phases. First, coarse visibility tests are performed in software to determine the visible cells. These tests are based on hierarchical tiles and shear-warp factorization. The second phase resolves the visible portions of the extracted triangles and is accomplished by the graphics hardware. While the latest isosurface extraction methods have effectively eliminated the search phase bottleneck, the cost of constructing and rendering the isosurface remains high. Many of today's large datasets contain very large and complex isosurfaces that can easily overwhelm even state-of-the-art graphics hardware. The proposed approach is output sensitive and is thus well suited for remote visualization applications where the extraction and rendering phases are done on a separate machines. 1 Introduction The marching cubes [11, 23] met...
Navigating Static Environments Using Image-Space Simplification and Morphing
, 1997
"... We present a z-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed apriori, and the scene is converted into a bounded complexity representation ..."
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Cited by 47 (4 self)
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We present a z-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed apriori, and the scene is converted into a bounded complexity representation in the image space. Realtime performance is attained by using hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the viewpoint--dependent warping function. Our proposed method correctly simulates the kinetic depth effect (parallax), occlusion, and can resolve the missing visibility information by combining z-buffered environment maps from multiple viewpoints. CRCategories and Subject Descriptors: I.3.3 [Computer Graphics ]: Picture/Image Generation - Display Algorithms, Viewing Algorithms; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation, Texture; I.4.8 [Image Processing]: Scene Analysis - Range data. A...
OpenGL-assisted Occlusion Culling for Large Polygonal Models
, 1999
"... this paper, we present an algorithm for general visibility queries. This algorithm exploits several OpenGL features in order to obtain faster results for large polygonal models. To show the applicability of our algorithm -- in terms of graphics performance -- on low-end graphics workstations, we per ..."
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Cited by 45 (6 self)
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this paper, we present an algorithm for general visibility queries. This algorithm exploits several OpenGL features in order to obtain faster results for large polygonal models. To show the applicability of our algorithm -- in terms of graphics performance -- on low-end graphics workstations, we performed all measurements on an SGI O2 /R10000 and an SGI Octane/MXE graphics workstation. Furthermore, we propose an extension to the OpenGL rendering pipeline to add features for improved general occlusion culling.
Controlled Simplification of Genus for Polygonal Models
, 1997
"... Genus-reducing simplifications are important in constructing multiresolution hierarchies for level-of-detail-based rendering, especially for datasets that have several relatively small holes, tunnels, and cavities. We present a genus-reducing simplification approach that is complementary to the exis ..."
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Cited by 42 (1 self)
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Genus-reducing simplifications are important in constructing multiresolution hierarchies for level-of-detail-based rendering, especially for datasets that have several relatively small holes, tunnels, and cavities. We present a genus-reducing simplification approach that is complementary to the existing work on genus-preserving simplifications. We propose a simplification framework in which genus-reducing and genus-preserving simplifications alternate to yield much better multiresolution hierarchies than would have been possible by using either one of them. In our approach we first identify the holes and the concavities by extending the concept of #- hulls to polygonal meshes under the L1 distance metric and then generate valid triangulations to fill them. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation --- Display algorithms; I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling --- Curve, surface, solid, and object represent...
Interactive View-Dependent Rendering of Large Isosurfaces
- Proceedings of the IEEE Conference on Visualization 2002
, 2002
"... We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to hierarchically decompose the data into a multiresolution structure. This da ..."
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Cited by 39 (9 self)
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We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to hierarchically decompose the data into a multiresolution structure. This data structure allows fast extraction of arbitrary isosurfaces to within user specified view-dependent error bounds. A data layout scheme based on hierarchical space filling curves provides access to the data in a cache coherent manner that follows the data access pattern indicated by the mesh refinement.
Effective Occlusion Culling for the Interactive Display of Arbitrary Models
, 1998
"... As an advanced form of visibility culling, occlusion culling detects hidden objects and prevents them from being rendered. An occlusion-culling algorithm that can effectively accelerate interactive graphics must simultaneously satisfy the following criteria: # Generality. It should be applicable ..."
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Cited by 33 (0 self)
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As an advanced form of visibility culling, occlusion culling detects hidden objects and prevents them from being rendered. An occlusion-culling algorithm that can effectively accelerate interactive graphics must simultaneously satisfy the following criteria: # Generality. It should be applicable to arbitrary models, not limited to architectural models or models with many large, polygonal occluders. # Significant Speed-up. It should not only be able to cull away large portions of a model, but do so fast enough to accelerate rendering. # Portability and Ease of Implementation. It should contain as few assumptions as possible on special hardware support. It must also be robust (i.e. insensitive to floating-point errors). Based on proper problem decomposition and efficient representations of cumulative occlusion, this dissertation presents algorithms that sa...

