IEEE Computer Graphics and Applications · 2004 · 30 citations · 15 references
ArchitectureComputer ScienceVisualizationComputer GraphicsReal-time RenderingRendering3D RenderingGeometry ProcessingOcclusion HandlingRendering PipelineVisibility ComputationVisibility DeterminationDynamic Scene VisibilityOcclusion AvoidanceOcclusion ProcessingReal-time Occlusion RenderingReal-time ProcessingSurface Visibility DeterminationVisibilityVisibility Optimization
A platform-independent occlusion culling library for dynamic environments, dPVS, can benefit such applications as CAD and modeling tools, time-varying simulations, and computer games. Visibility optimization is currently the most effective technique for improving rendering performance in complex 3D environments. The primary reason for this is that during each frame the pixel processing subsystem needs to determine the visibility of each pixel individually. Currently, rendering performance in larger scenes is input sensitive, and most of the processing time is wasted on rendering geometry not visible in the final image. Here we concentrate on real-time visualization using mainstream graphics hardware that has a z-buffer as a de facto standard for hidden surface removal. In an ideal system only the complexity of the geometry actually visible on the screen would significantly impact rendering time - 3D application performance should be output sensitive.
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Hierarchical Z-buffer visibility
Ned Greene, Michael Kass, Gavin Miller · 1993 · 499 citations
Visibility preprocessing for interactive walkthroughs
Seth Teller, Carlo H. Séquin · 1991 · 403 citations