Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs

Peter Wonka, Michael Wimmer, Dieter Schmalstieg
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
In Rendering Techniques 2000 (Proceedings Eurographics Workshop on Rendering), pages 71-82. June 2000.
[Paper]

Information

  • Publication Type: Conference Paper
  • Workgroup(s)/Project(s):
  • Date: June 2000
  • Booktitle: Rendering Techniques 2000 (Proceedings Eurographics Workshop on Rendering)
  • Editor: Bernard Péroche and Holly Rushmeier
  • ISBN: 3-211-83535-0
  • Lecturer:
  • Location: held in Brno, Czech Republic, June 26-28, 2000
  • Organization: Eurographics
  • Pages (from): 71
  • Pages (to): 82
  • Publisher: Springer-Verlag Wien New York
  • Keywords: Visibility determination, image-based rendering., occluder occlusion, occluder fusion, urban environments, walkthrough, real-time graphics, shadow algorithms, occlusion culling

Abstract

This paper presents an efficient algorithm for occlusion culling of urban environments. It is conservative and accurate in finding all significant occlusion. It discretizes the scene into view cells, for which cell-to-object visibility is precomputed, making on-line overhead negligible. Unlike other precomputation methods for view cells, it is able to conservatively compute all forms of occluder interaction for an arbitrary number of occluders. To speed up preprocessing, standard graphics hardware is exploited and occluder occlusion is considered. A walkthrough application running an 8 million polygon model of the city of Vienna on consumer-level hardware illustrates our results.

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BibTeX

@inproceedings{wonka-2000-VisP,
  title =      "Visibility Preprocessing with Occluder Fusion for Urban
               Walkthroughs",
  author =     "Peter Wonka and Michael Wimmer and Dieter Schmalstieg",
  year =       "2000",
  abstract =   "This paper presents an efficient algorithm for occlusion
               culling of urban environments. It is conservative and
               accurate in finding all significant occlusion. It
               discretizes the scene into view cells, for which
               cell-to-object visibility is precomputed, making on-line
               overhead negligible. Unlike other precomputation methods for
               view cells, it is able to conservatively compute all forms
               of occluder interaction for an arbitrary number of
               occluders. To speed up preprocessing, standard graphics
               hardware is exploited and occluder occlusion is considered.
               A walkthrough application running an 8 million polygon model
               of the city of Vienna on consumer-level hardware illustrates
               our results.",
  month =      jun,
  booktitle =  "Rendering Techniques 2000 (Proceedings Eurographics Workshop
               on Rendering)",
  editor =     "Bernard P\'{e}roche and Holly Rushmeier",
  isbn =       "3-211-83535-0",
  location =   "held in Brno, Czech Republic, June 26-28, 2000",
  organization = "Eurographics",
  publisher =  "Springer-Verlag Wien New York",
  pages =      "71--82",
  keywords =   "Visibility determination, image-based rendering., occluder
               occlusion, occluder fusion, urban environments, walkthrough,
               real-time graphics, shadow algorithms, occlusion culling",
  URL =        "/research/publications/2000/wonka-2000-VisP/",
}