Graphics Interface · 1998 · 29 citations · 17 references
ComputingComputer ScienceVisualizationComputer VisionDistributed SystemsRendering3D RenderingOcclusion HandlingPhysically Based RenderingRendering PipelineVisibility ComputationVisibility DeterminationBandwidthClient-side Rendering OptimizationInteractive WalkthroughsRendering OptimizationServer-side Rendering OptimizationVisibility Optimization
In network-based walkthroughs the server transmits online only the primitives which are potentially visible from the client’s current viewpoint (visibility streaming). To reduce the bandwidth requirements it is necessary to minimize the set of view-dependent potentially visible primitives using occlusion culling techniques. However, even a slight change in the viewpoint might require the computation and transmission of many new primitives and thus latency is inevitable. In this paper we present an algorithm for determining a conservative superset of an -neighborhood of a given viewpoint. Having such an -superset, the client is free to render the model independently of the server as long as he moves within that -neighborhood.
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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
Visibility culling using hierarchical occlusion maps
Hansong Zhang, Dinesh Manocha, Tom Hudson et al. · 1997 · 343 citations · Full text