An ideal visibility algorithm should a) quickly reject most of the hidden geometry in a model and b) exploit the spatial and perhaps temporal coherence of the images being generated. Ray casting with spatial subdivision does well on criterion (a), but poorly on criterion (b). Traditional Z-buffer scan conversion does well on criterion (b), but poorly on criterion (a). Here we present a hierarchical Z-buffer scan-conversion algorithm that does well on both criteria. The method uses two hierarchical data structures, an object-space octree and an image-space Z pyramid, to accelerate scan conversion. The two hierarchical data structures make it possible to reject hidden geometry very rapidly while rendering visible geometry with the speed of sc...
The wide availability of hardwired Z-buffer has sparked an explosion in the number of applications o...
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our ...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
1 Introduction Existing rendering algorithms offer only the un-pleasant choice between low quality a...
With a small modification the z-buffer can be made flexible enough to be used in global illumination...
The wide availability of hardwired Z-buffer has sparked an explosion in the number of applications o...
In many applications such as computer-aided design (CAD), drafting, descriptive geometry, geometric ...
The efficient synthesis of computer generated images for large three-dimensional models is one of th...
Chen and Williams[2]show how precomputed z-buffer images from different fixed viewing positions can ...
Chen and Williams show how precomputed z-buffer images from different fixed viewing positions can be...
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important...
A generalization of the z-buffer algorithm is given that allows for dynamic updates of a screen imag...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
We present a hierarchical traversal algorithm for stochastic rasteri-zation of motion blur, which ef...
We present a novel polygon tiling algorithm in which recursive subdivision of image space is driven ...
The wide availability of hardwired Z-buffer has sparked an explosion in the number of applications o...
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our ...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
1 Introduction Existing rendering algorithms offer only the un-pleasant choice between low quality a...
With a small modification the z-buffer can be made flexible enough to be used in global illumination...
The wide availability of hardwired Z-buffer has sparked an explosion in the number of applications o...
In many applications such as computer-aided design (CAD), drafting, descriptive geometry, geometric ...
The efficient synthesis of computer generated images for large three-dimensional models is one of th...
Chen and Williams[2]show how precomputed z-buffer images from different fixed viewing positions can ...
Chen and Williams show how precomputed z-buffer images from different fixed viewing positions can be...
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important...
A generalization of the z-buffer algorithm is given that allows for dynamic updates of a screen imag...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
We present a hierarchical traversal algorithm for stochastic rasteri-zation of motion blur, which ef...
We present a novel polygon tiling algorithm in which recursive subdivision of image space is driven ...
The wide availability of hardwired Z-buffer has sparked an explosion in the number of applications o...
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our ...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...