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Abstract
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We 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 hardware-based point visibility algorithms and address the problem
of bounded calculation time which is the basis for true real-time behavior. Our results show reliable, sustained 60
Hz performance in a walkthrough with an urban environment of nearly 2 million polygons, and a terrain flyover. |
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More Info
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Funding: Austrian Science
Foundation under
contract no. P-13867-INF
EU Training and Mobility Researchers network (TMR FMRX-CT96-0036)
Contact:
Peter Wonka, Michael
Wimmer, François
Sillion
in cooperation with iMAGIS - Grenoble
Keywords:
Visibility preprocessing, online visibility, occlusion culling, visibility culling, occluder
fusion, real-time rendering, urban walkthroughs,
urban environments, real-time simulation
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