Instant Visibility

dc.contributor.authorWonka, Peteren_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.authorSillion, Francois X.en_US
dc.date.accessioned2015-02-16T11:06:10Z
dc.date.available2015-02-16T11:06:10Z
dc.date.issued2001en_US
dc.description.abstractWe 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.en_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume20en_US
dc.identifier.doi10.1111/1467-8659.00534en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages411-421en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.00534en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleInstant Visibilityen_US
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