International audienceWe 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 ...
Bibliography: leaves 147-158.Currently, the standard approach to visibility preprocessing algorithms...
Abstract – We describe a simple and efficient dynamic occlusion culling algorithm for computing pote...
To pre-process a scene for the purpose of visibility culling during walkthroughs it is necessary to ...
International audienceWe present an online occlusion culling system which computes visibility in par...
Virtual environments are rapidly growing in size and complexity. At the sametime, there is a strong ...
This paper describes a fast algorithm, based on occlusion culling, for rendering complex urban envir...
This thesis describes techniques for computing conservative visibility exploiting viewpoint predicti...
This research focuses on the utilization of occlusion culling for the real-time visualization of dis...
AbstractEfficiently identifying polygons that are visible from a changing synthetic viewpoint is an ...
The thesis proposes a taxonomy of visibility (vis.) problems based on the dimension of the problem-r...
Abstract. This paper describes a novel from-region visibility algorithm, the unique properties of wh...
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important...
International audienceVisualisation of very complex environments can be significantly accelerated us...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
Visibility culling is a means of accelerating the graphical rendering of geometric models. Invisible...
Bibliography: leaves 147-158.Currently, the standard approach to visibility preprocessing algorithms...
Abstract – We describe a simple and efficient dynamic occlusion culling algorithm for computing pote...
To pre-process a scene for the purpose of visibility culling during walkthroughs it is necessary to ...
International audienceWe present an online occlusion culling system which computes visibility in par...
Virtual environments are rapidly growing in size and complexity. At the sametime, there is a strong ...
This paper describes a fast algorithm, based on occlusion culling, for rendering complex urban envir...
This thesis describes techniques for computing conservative visibility exploiting viewpoint predicti...
This research focuses on the utilization of occlusion culling for the real-time visualization of dis...
AbstractEfficiently identifying polygons that are visible from a changing synthetic viewpoint is an ...
The thesis proposes a taxonomy of visibility (vis.) problems based on the dimension of the problem-r...
Abstract. This paper describes a novel from-region visibility algorithm, the unique properties of wh...
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important...
International audienceVisualisation of very complex environments can be significantly accelerated us...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
Visibility culling is a means of accelerating the graphical rendering of geometric models. Invisible...
Bibliography: leaves 147-158.Currently, the standard approach to visibility preprocessing algorithms...
Abstract – We describe a simple and efficient dynamic occlusion culling algorithm for computing pote...
To pre-process a scene for the purpose of visibility culling during walkthroughs it is necessary to ...