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        "title": "Light Space Perspective Shadow Maps",
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        "title": "Rendering Time Estimation for Real-Time Rendering",
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        "abstract": "This paper addresses the problem of estimating the rendering time for a real-time simulation. We study different\nfactors that contribute to the rendering time in order to develop a framework for rendering time estimation. Given\na viewpoint (or view cell) and a list of potentially visible objects, we propose several algorithms that can give\nreasonable upper limits for the rendering time on consumer hardware. This paper also discusses several implementation\nissues and design choices that are necessary to make the rendering time predictable. Finally, we lay\nout two extensions to current rendering hardware which would allow implementing a system with constant frame\nrates.",
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    {
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        "title": "Textured Depth Meshes for Real-Time Rendering of Arbitrary Scenes",
        "date": "2002-06",
        "abstract": "This paper presents a new approach to generate textured depth\nmeshes (TDMs), an impostor-based scene representation that can be\nused to accelerate the rendering of static polygonal models. The\nTDMs are precalculated for a fixed viewing region (view cell).\n\nThe approach relies on a layered rendering of the scene to produce\na voxel-based representation. Secondary, a highly complex polygon\nmesh is constructed that covers all the voxels. Afterwards, this\nmesh is simplified using a special error metric to ensure that all\nvoxels stay covered. Finally, the remaining polygons are resampled\nusing the voxel representation to obtain their textures.\n\nThe contribution of our approach is manifold: first, it can handle\npolygonal models without any knowledge about their structure.\nSecond, only scene parts that may become visible from within the\nview cell are represented, thereby cutting down on impostor\ncomplexity and storage costs. Third, an error metric guarantees\nthat the impostors are practically indistinguishable compared to\nthe original model (i.e. no rubber-sheet effects or holes appear\nas in most previous approaches). Furthermore, current graphics\nhardware is exploited for the construction and use of the\nimpostors.",
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        "title": "Layered Environment-Map Impostors for Arbitrary Scenes",
        "date": "2002-05",
        "abstract": "This paper presents a new impostor-based approach to\naccelerate the rendering of very complex static scenes. The scene\nis partitioned into viewing regions, and a layered impostor\nrepresentation is precalculated for each of them. An optimal\nplacement of impostor layers guarantees that our representation is\nindistinguishable from the original geometry. Furthermore the\nalgorithm exploits common graphics hardware both during\npreprocessing and rendering. Moreover the impostor representation\nis compressed using several strategies to cut down on storage\n                 space.",
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        "title": "An Error Metric for Layered Environment Map Impostors",
        "date": "2002-02",
        "abstract": "Impostors are image-based primitives commonly used to replace complex geometry in order to accelerate the\nrendering of large virtual environments. This paper describes\na “layered impostor technique” used for representing distant scene-parts when seen from a bounded viewing region. A special layer placement is derived\nwhich bounds the geometric error introduced by parallaxes to a defined value. In combination with a special\ntechnique for image generation, a high-quality impostor representation without image artifacts can be obtained.",
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        "title": "Visibility Preprocessing for Urban Scenes using Line Space Subdivision",
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        "title": "Point-Based Impostors for Real-Time Visualization",
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        "abstract": "We present a new data structure for encoding the appearance of a geometric model as seen from a viewing region (view cell). This representation can be used in interactive or real-time visualization applications to replace a complex model by an impostor, maintaining high quality rendering while cutting down rendering time. Our approach relies on an object-space sampled representation similar to a point cloud or a layered depth image, but introduces two fundamental additions to previous techniques. First, the sampling rate is controlled to provide sufficient density across all possible viewing conditions from the specified view cell. Second, a correct, antialiased representation of the plenoptic function is computed using Monte Carlo integration. Our system therefore achieves high quality rendering using a simple representation with bounded complexity. We demonstrate the method for an application in urban visualization.",
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        "title": "Modellierung von Straßen für Echtzeitvisualisierung",
        "date": "2001",
        "abstract": "Diese Diplomarbeit ist die theoretische Abhandlung von VRMG, einem Softwareprojekt, das im\nRahmen des praktischen Teiles der Arbeit realisiert wurde und die Modellierung von Terrain und\nStraßen virtueller Städte zum Zwecke der Echzeit-Visualisierung bewerkstelligt. Ausgehend von\nden Vermessungsdaten in Form von geografischen Höhenwerten und dem Straßennetz, das als\nStraßengraph vorliegt, werden alle Schritte zur Umsetzung dieser Rohdaten in Geometriedaten für\ndie separate Modellerstellung des Terrains und der Straßenzüge behandelt. Der Schwerpunkt der\nArbeit liegt auf dem Anwendungsfall – Stadtstraßen. Somit umfaßt VRMG zahlreiche Elemente\nfür den Aufbau von Straßen, wie sie typischerweise im Stadtbereich zu finden sind. Dadurch ist es\nmöglich, zahlreiche Straßen-Konfigurationen aus der Realität nachzubilden. Das Terrain wird als\nkonventioneller, Regulärer-Raster erfaßt. Nach der Berechnung der Straßen- bzw.\nHöhenfeldgeometrie, die auf Grundlage von Beschreibungsfiles zur Eingabe der spezifischen\nParameter erfolgt, liegt das Ergebnis dieses Schrittes in polygonaler Repräsentationsform vor.\nDadurch, daß die Modell-Geometrie vorzugsweise für Echtzeitanwendungen eingesetzt wird, ist\ndie Aufbereitung der polygonalen Repräsentation durch Nachfolgeoperationen zur Optimierung\nder Geometrie bedeutsam. Durch die Verfahren der Delaunay-Triangulierung und des Triangle-\nStripping werden die Polygone mittels Dreieckszerlegung tesseliert und dadurch in eine Form\ngebracht, die die derzeitigen 3D-Hardwarebeschleunigerchips unterstützen. Das endgültige\nResultat wird als Szenegraph, der als Baumstruktur die Geometrie- und Texturierungdaten in\nhierarchischer Form aufnimmt, gespeichert und für die Verwendung, etwa als\nSimulationsumgebung, zur Verfügung gestellt.",
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        "title": "Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs",
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        "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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        "title": "Fast Walkthroughs with Image Caches and Ray Casting",
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        "abstract": "We present an output-sensitive rendering algorithm for accelerating walkthroughs of large, densely occluded virtual environments using a multi-stage Image Based Rendering Pipeline. In the first stage, objects within a certain distance are rendered using the traditional graphics pipeline, whereas the remaining scene is rendered by a pixel-based approach using an Image Cache, horizon estimation to avoid calculating sky pixels, and finally, ray casting. The time complexity of this approach does not depend on the total number of primitives in the scene. We have measured speedups of up to one oder of magnitude.",
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        "title": "Fast Walkthroughs with Image Caches and Ray Casting",
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