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Abstract
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This paper describes a new algorithm that employs image-based rendering for fast occlusion culling in
complex urban environments. It exploits graphics hardware to render and automatically combine a relatively
large set of occluders. The algorithm is fast to calculate and therefore also useful for scenes of moderate
complexity and walkthroughs with over 20 frames per second. Occlusion is calculated dynamically and does
not rely on any visibility precalculation or occluder preselection. Speed-ups of one order of magnitude can
be obtained.
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More Info
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Funding: Austrian Science
Foundation under
contract no. P-13867-INF
Contact:
Peter Wonka, Michael
Wimmer, Dieter
Schmalstieg
Keywords:
Visibility preprocessing, occlusion culling, visibility culling, occluder
fusion, real-time rendering, urban walkthroughs,
urban environments
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Videos
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Video 1: This video shows an overview of our 8 million
polygon model
of a part of Vienna. (1.2MB) |
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Video 2: This video shows the view cells along a
path through the city. View cells are shown in red. (4MB) |
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Video 3: This video shows the view cells along a
path through the city. For each view cell the cull map is shown on the
left. (1.7MB) |
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Video 4: This video shows the visibility from
2 points (view cells). For the two points views on the ground (2m
height) and views high above are recorded to demonstrate the quality of
the visibility calculation. (6.9MB) |
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Video 5: This video shows a walkthrough in the
city. (4.6MB) |
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