In this paper, we propose a framework for urban visualization using a conservative from-region visibility algorithm based on occluder shrinking. The visible geometry in a typical urban walkthrough mainly consists of partially visible buildings. Occlusion-culling algorithms, in which the granularity is buildings, process these partially visible buildings as if they are completely visible. To address the problem of partial visibility, we propose a data structure, called slice-wise data structure, that represents buildings in terms of slices parallel to the coordinate axes. We observe that the visible parts of the objects usually have simple shapes. This observation establishes the base for occlusion-culling where the occlusion granularity is ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the...
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...
Cataloged from PDF version of article.In this paper, we propose a framework for urban visualization ...
In this paper, we propose a framework for the visualization of urban environments. In this context, ...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclu...
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclu...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclu...
This paper describes a fast algorithm, based on occlusion culling, for rendering complex urban envir...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclu...
International audienceThis paper presents a novel method for computing visibility in 2.5D environmen...
International audienceThis paper presents a novel method for computing visibility in 2.5D environmen...
We propose a framework for the stereoscopic visualization of urban environments. The framework uses ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the...
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...
Cataloged from PDF version of article.In this paper, we propose a framework for urban visualization ...
In this paper, we propose a framework for the visualization of urban environments. In this context, ...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclu...
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclu...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclu...
This paper describes a fast algorithm, based on occlusion culling, for rendering complex urban envir...
Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclu...
International audienceThis paper presents a novel method for computing visibility in 2.5D environmen...
International audienceThis paper presents a novel method for computing visibility in 2.5D environmen...
We propose a framework for the stereoscopic visualization of urban environments. The framework uses ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the ...
Occlusion culling and level-of-detail rendering have become two powerful tools for accelerating the...
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...