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 Occluder Shadows for Fast Walkthroughs of Urban Environments

Peter Wonka, Dieter Schmalstieg. Computer Graphics Forum (Proc. Eurographics ’99), 18(3):51-60, September 1999. [Paper]
Abstract
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.

More Info

Funding: TMR Research Network PAVR and Austrian Science Foundation  under contract no. P-11392-MAT 
Contact: Peter Wonka, Dieter Schmalstieg
In cooperation with IRISA Rennes, France
Keywords: occlusion culling, visibility culling, occluder shadows, real-time rendering, urban visualization, urban environments

Computer Graphics Group / Research / / Occluder Shadows
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Last update on 12. Mar 03.
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