International audienceVisualisation of very complex environments can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently computes potentially visible geometry for volumetric viewing cells. We introduce novel extended projection operators, which permits efficient occlusion culling with respect to all viewpoints within a cell, and takes into account the combined occlusion effect of multiple occluders. We use extended projection of occluders onto a set of projection planes to create extended occlusion maps; we show how to efficiently test occludees against these occlusion maps to determine occlusion with respect to the entire cell. We also present an improved projec...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the...
Level-of-detail occlusion culling is a novel approach to the management of occluders that can be eas...
In order to interactively render large virtual worlds, the amount of 3D geometry passed to the graph...
Annual ConfInternational audienceVisibility determination is a key requirement in a wide range of gr...
Virtual environments are rapidly growing in size and complexity. At the sametime, there is a strong ...
This paper describes a new occlusion culling technique for efficient visibility determination in rea...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
Computing the visibility of out-door scenes is often much harder than of in-door scenes. A typical u...
Occlusion culling is an important technique to speed up the rendering process for walkthroughs in a ...
Occlusion culling is an important technique to speed up the rendering process for walkthroughs in a ...
Annual ConfInternational audienceVisibility determination is a key requirement in a wide range of gr...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
In this paper, we propose a framework for the visualization of urban environments. In this context, ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the...
Abstract: Many techniques have been developed in order to accelerate the visualization of large tria...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the...
Level-of-detail occlusion culling is a novel approach to the management of occluders that can be eas...
In order to interactively render large virtual worlds, the amount of 3D geometry passed to the graph...
Annual ConfInternational audienceVisibility determination is a key requirement in a wide range of gr...
Virtual environments are rapidly growing in size and complexity. At the sametime, there is a strong ...
This paper describes a new occlusion culling technique for efficient visibility determination in rea...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
Computing the visibility of out-door scenes is often much harder than of in-door scenes. A typical u...
Occlusion culling is an important technique to speed up the rendering process for walkthroughs in a ...
Occlusion culling is an important technique to speed up the rendering process for walkthroughs in a ...
Annual ConfInternational audienceVisibility determination is a key requirement in a wide range of gr...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
In this paper, we propose a framework for the visualization of urban environments. In this context, ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the...
Abstract: Many techniques have been developed in order to accelerate the visualization of large tria...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the...
Level-of-detail occlusion culling is a novel approach to the management of occluders that can be eas...
In order to interactively render large virtual worlds, the amount of 3D geometry passed to the graph...