Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.5555/985845.985850guidebooksArticle/Chapter ViewAbstractPublication PagesBookacm-pubtype
chapter

Visibility culling for interactive dynamic scenes

Published: 01 January 2004 Publication History

Abstract

Virtual environments are rapidly growing in size and complexity. At the same time, there is a strong commercial need for rendering larger and larger scenes at interactive rates. This leads to two basic enhancements, one by increasing the performance and the size of memory in hardware in order to support large scene rendering and another in software by designing more efficient visibility algorithms. Visibility culling methods manage complexity by sending only the potentially visible primitives into the rendering pipeline. At present, occlusion culling algorithms do not handle well scenes with dynamic objects. One of the main difficulties is handling changes to the object hierarchies since the visibility information changes continuously. In this chapter, we present a fast from-region occlusion culling method that is able to compute the potential visible sets online for large dynamic outdoor scenes. The method uses an occlusion map on a dual ray-space in order to encode visibility with respect to a view cell. It utilizes new features of the advanced graphics hardware architecture to construct and maintain occlusion maps.

References

[1]
{1} T. Aila. SurRender Umbra: A Visibility Determination Framework for Dynamic Environments . Master's thesis, Helsinki University of Technology, 2000.
[2]
{2} J.M. Airey. Increasing Update Rates in the Building Walkthrough System with Automatic Model-Space Subdivision and Potentially Visible Set Calculations. PhD thesis, Dept. of CS, U. of North Carolina, July, 1990.
[3]
{3} J. M. Airey, J. H. Rohlf, and F. P. Brooks, Jr. "Towards image realism with interactive update rates in complex virtual building environments". Computer Graphics 1990 Symposium on Interactive 3D Graphics, vol. 24, no. 2, pp. 41-50, March, 1990.
[4]
{4} T. A. Moller and E. Haines. Real-time Rendering. 2nd Ed. AK Peters, 2002.
[5]
{5} C. Andujar, C. S. Vazquez, I. Navazo, and P. Brunet. "Integrating occlusion culling and levels of details through hardly-visible sets". Computer Graphics Forum, vol. 19, no. 3, 2000.
[6]
{6} D. Bartz, J. Klosowski, and D. Staneker. "k-dops as tighter bounding volumes for better occlusion performance". In ACM SIGGRAPH Visual Proceedings 2001.
[7]
{7} F. Bernardini, J. T. Klosowski, and J. El-Sana. "Directional discretized occluders for accelerated occlusion culling". Computer Graphics Forum, vol. 19, no. 3, 2000.
[8]
{8} J. Bittner, V. Havran, and P. Slavik. "Hierarchical visibility culling with occlusion trees". In Proceedings of Computer Graphics International, pp. 207-219, 1998.
[9]
{9} J. Bittner, P. Wonka and M. Wimmer. "Visibility preprocessing in urban scenes using line space subdivision". In Proceedings of Pacific Graphics (PG'01), pp. 276-284, Tokyo, Japan, October 2001.
[10]
{10} J. Bittner. Hierarchical Techniques for Visibility Computations. PhD Dissertation. Department of Computer Science and Engineering, Czech Technical University in Prague, October 2002.
[11]
{11} J. Bittner. "Efficient construction of visibility maps using approximate occlusion sweep". In Proceedings of Spring Conference on Computer Graphics (SCCG02), pp. 163-171, Budmerice, Slovakia.
[12]
{12} J. Bittner and P. Wonka. "Visibility in computer graphics". To appear in Journal of Environment and Planning - B, Pion Ltd., 2003. Also available as Technical Report TR- 186-2-03-03 at the Insitute of Computer Graphics and Algorithms, Vienna University of Technology.
[13]
{13} J. Bittner, J. Prikryl and P. Slavik. "Exact regional visibility using line-space partitioning". To appear in em Computers & Graphics, vol. 27, no. 4, 2003. Also available as Technical Report TR-186-2-01-06 at the Insitute of Computer Graphics and Algorithms, Vienna University of Technology.
[14]
{14} Y. Chrysanthou and M. Slater. "Shadow volume BSP trees for computation of shadows in dynamic scenes". In 1995 Symposium on Interactive 3D Graphics, P. Hanrahan & J. Winget, eds., pp. 45-50, ACM SIGGRAPH, ISBN 0-89791-736-7.
[15]
{15} Y. Chrysanthou, D. Cohen-Or and D. Lischinski. "Fast approximate quantitative visibility for complex scenes". In Proceedings of Computer Graphics International 98 (CGI98), pp. 23-31, IEEE, NY, Hannover, Germany.
[16]
{16} D. Cohen-Or, G. Fibich, D. Halperin and E. Zadicario. "Conservative visibility and strong occlusion for viewspace partitioning of densely occluded scenes". Computer Graphics Forum, vol. 17, no. 3, pp. 243-254, 1998.
[17]
{17} D. Cohen-Or, Y. Chrysanthou, C. T. Silva and F. Durand. "A survey of visibility for walkthrough applications". To be appeared in Transaction of Visualization and Computer Graphics.
[18]
{18} S. Coorg, and S. Teller. "Temporally coherent conservative visibility". In Proc. 12th Annu. ACM Sympos. Comput. Geom., pp. 78-87, 1996.
[19]
{19} S. Coorg and S. Teller. "Real-time occlusion culling for models with large occluders". In ACM, editor, Proc. Symposium on Interactive 3D Graphics (SI3D97), pp. 83-90, 1997.
[20]
{20} L. Downs, T. Möller and C.H. Séquin. "Occlusion horizons for driving through urban scenes". In Symposium on Interactive 3D Graphics, pp. 121-124, ACM SIGGRAPH, 2001.
[21]
{21} F. Durand. 3D Visibility: Analytical Study and Applications. PhD thesis, Universite Joseph Fourier, Grenoble, France, 1999.
[22]
{22} F. Durand, G. Drettakis and C. Puech. "Fast and accurate hierarchical radiosity using global visibility". ACM Transactions on Graphics, April, 1999.
[23]
{23} F. Durand, G. Drettakis, J. Thollot and C. Puech. "Conservative visibility preprocessing using extended projections". Proceedings of ACM SIGGRAPH 2000, pp. 239-248, July, 2000.
[24]
{24} D. H. Edberly. 3D Game Engine Design. A Practical Approach to Real-Time Computer Graphics. Morgan Kaufmann Publishers, 2001.
[25]
{25} T. A. Funkhouser, C. H. Séquin, and S. J. Teller. "Management of large amounts of data in interactive building walkthroughs". 1992 Symposium on Interactive 3D Graphics, vol. 25, no. 2, pp. 11-20, March, 1992.
[26]
{26} T. Funkhouser and C. Séquin. "Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments". In Computer Graphics (Proc. Siggraph), 1993.
[27]
{27} T.A. Funkhouser. "Database management for interactive display of large architectural models". Graphics Interface, pp. 1-8, May, 1996.
[28]
{28} S. J. Gortler, R. Grzeszezuk, R. Szeliski and M. F. Cohen. "The lumigraph". In Proceedings of ACMSIGGRAPH 96, Computer Graphics Proceedings, Annual Conference Series, pp. 43-54, 1996.
[29]
{29} C. Gotsman, O. Sudarsky and J. Fayman. "Optimized occlusion culling using five-dimensional subdivision". Computer & Graphics, vol. 23, no. 5, pp. 645-654, 1999.
[30]
{30} J. Grasset, O. Terraz, J.M. Hasenfratz and D. Plemenos. "Accurate scene display by using visibility maps". In Spring Conference on Computer Graphics and its Applications, 1999.
[31]
{31} N. Greene, M. Kass and G. Miller. "Hierarchical Z-buffer visibility". In Computer Graphics (Proceedings of SIGGRAPH 93), pp. 231-238.
[32]
{32} H. Hey, R.F. Tobler and W. Purgathofer. "Real-Time occlusion culling with a lazy occlusion grid". In Proceedings of EUROGRAPHICS Workshop on Rendering 2001, pp. 217-222.
[33]
{33} T. Hudson, D. Manocha, J. Cohen, M. Lin, K. Hoff and H. Zhang. "Accelerated occlusion culling using shadow frustra". In Proc. 13th Annu. ACM Sympos. Comput. Geom., pp. 1-10, 1997.
[34]
{34} J. T. Klosowski and Cl'audio T. Silva. "Rendering on a budget: A framework for time-critical rendering". IEEE Visualization, vol. 99, pp. 115-122, October, 1999.
[35]
{35} J. T. Klosowski and Cl'audio T. Silva. "The prioritizedlayered projection algorithm for visible set estimation". IEEE Transactions on Visualization and Computer Graphics, vol. 6, no. 2, pp. 108-123, April-June, 2000, ISSN 1077-2626.
[36]
{36} J. Klosowski and C. Silva. "Efficient conservative visibility culling using the prioritized-layered projection algorithm". IEEE Transactions on Visualization and Computer Graphics, vol. 7, no. 4, 2001.
[37]
{37} V. Koltun, Y. Chrysanthou and D. Cohen-Or. "Virtual occluders: An efficient intermediate PVS representation". Rendering Techniques 2000: 11th Eurographics Workshop on Rendering, pp. 59-70, June, 2000.
[38]
{38} V. Koltun, D. Cohen-Or and Y. Chrysanthou. "Hardware accelerated from-region visibility using a dual ray space". Rendering Techniques 2000: 11th Eurographics Workshop on Rendering, pp. 59-70, June.
[39]
{39} M. Levoy, and P. M. Hanrahan. "Light field rendering". In Proceedings of ACM SIGGRAPH 96, Computer Graphics Proceedings, Annual Conference Series, pp. 31-42, 1996.
[40]
{40} T. Leyvand, O. Sorkine and D. Cohen-Or. "Ray space factorization for from-region visibility". In Proceedings of ACM SIGGRAPH 2003.
[41]
{41} B. Lloyd and P. Egbert. "Horizon occlusion culling for real-time rendering of hierarchical terrains". In Proceedings of the conference on Visualization 02, pp. 403-410, IEEE Press.
[42]
{42} D. Luebke and C. Georges. "Portals and mirrors: Simple, fast evaluation of potentially visible sets". In A. Press, editor, Proc. ACM Symposium on Interactive 3D Graphics, special issue of Computer Graphics, pp. 105-106, Monterey, CA, April, 1995.
[43]
{43} D. Meneveaux, E. Maisel, C. F., and K. Bouatouch. Partitioning Complex Architectural Environments for Lighting Simulation. Technical Report 2981, INRIA/IRISA, 1996.
[44]
{44} D. Meneveaux, E. Maisel, and K. Bouatouch. A New Partitioning Method for Architectural Environments. Technical Report 1096, IRISA, Campus universitaire de Beaulieu, 35042 Rennes Cedex, France, April, 1997.
[45]
{45} T. Moller and E. Haines. Real-Time Rendering. A. K. Peters Limited, 1999.
[46]
{46} B. Nadler, G. Fibich, S. Lev-Yehudi and D. Cohen-Or. "A qualitative and quantitative visibility analysis in urban scenes". Computer & Graphics, vol. 23, no. 5, pp.655-666, 1999.
[47]
{47} S. Nirenstein, E. Blake and J. Gain. "Exact from-region visibility culling". In Rendering Techniques 2002, Proceedings of the 13th EUROGRAPHICS Workshop on Rendering, pp. 199-210.
[48]
{48} NVIDIA. http://developer.nvidia.com.
[49]
{49} NVIDIA. http://www.nvidia.com/dev_content/nvopenglspecs/GL_NV_occlusion_query.txt. web page.
[50]
{50} Harry Plantinga. "Conservative visibility preprocessing for efficient walkthroughs of 3D scenes". In Proceedings of Graphics Interface 93, pp. 166-173, Canadian Information Processing Society, Toronto, Ontario, Canada, May, 1993.
[51]
{51} S. Rivi'ere. "Dynamic visibility in polygonal scenes with the visibility complex". In Proc. 13th Annu. ACM Sympos. Comput. Geom., pp. 421-423, 1997.
[52]
{52} C. Saona-vazquez, I. Navazo and P. Brunet. "The visibility octree: A data structure for 3D navigation". Computer & Graphics, vol. 23, no. 5, 1999.
[53]
{53} G. Schaufler, J. Dorsey, X. Decoret and F. X. Sillion. "Conservative volumetric visibility with occluder fusion". Proceedings of ACM SIGGRAPH 2000, pp. 229-238, July, 2000.
[54]
{54} N. Scott, D. Olsen and E. Gannett. "An overview of the VISUALIZE fx graphics accelerator hardware". The Hewlett-Packard Journal, pp. 28-34, May, 1998.
[55]
{55} M. Slater, A. Steed and Y. Chrysanthou. Computer Graphics and Virtual Environments, Addison Wesley, 2002.
[56]
{56} O. Sudarsky and C. Gotsman. "Dynamic scene occlusion culling". IEEE Transactions on Visualization and Computer Graphics, vol. 5, no. 1, pp. 13-29, January-March, 1999.
[57]
{57} D. Staneker, D. Bartz AND M. Meissner. "Using occupancy maps for better occlusion query efficiency (Poster)". In Eurographics Workshop on Rendering, 2002.
[58]
{58} S. J. Teller and C. Séquin. "Visibility preprocessing for interactive walkthroughs". In Proc. Computer Graphics (SIGGRAPH 91), vol. 25, pp. 61-69, ACM Press, 1991.
[59]
{59} S. Teller. Visibility Computation in Densely Occluded Polyhedral Environments. PhD thesis, UC Berkeley, CS department, 1992.
[60]
{60} S. J. Teller. "Computing the antipenumbra of an area light source". Computer Graphics (Proceedings of ACM SIGGRAPH 92), vol. 26, no. 2, 1992.
[61]
{61} S. Teller and P. Hanrahan. "Visibility computations for global illumination algorithms". In Proc. Computer Graphics (SIGGRAPH 93), vol. 27, pp. 239-246, ACM Press, July, 1993.
[62]
{62} M. van de Panne and J. Stewart. "Efficient compression techniques for precomputed visibility". In Proc. Eurographics Rendering Workshop, pp. 305-316, June, 1999.
[63]
{63} P. Wonka, and D. Schmalstieg. "Occluder shadows for fast walkthroughs of urban environments". In Computer Graphics Forum, vol. 18, pp. 51-60, 1999.
[64]
{64} P. Wonka, M. Wimmer and D. Schmalstieg. "Visibility preprocessing with occluder fusion for urban walkthroughs". Rendering Techniques 2000: 11th Eurographics Workshop on Rendering, pp. 71-82, 2000.
[65]
{65} P. Wonka, M. Wimmer and F. X. Sillion. "Instant visibility". In Computer Graphics Forum (Proc. of Eurographics 01), vol. 20, no. 3, 2001.
[66]
{66} H. Zhang, D. Manocha, T. Hudson and K. E. Hoff III. "Visibility culling using hierarchical occlusion maps". In Proceedings of ACM SIGGRAPH 97, pp. 7788.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Guide books
Integrated image and graphics technologies
January 2004
430 pages
ISBN:1402077742

Publisher

Kluwer Academic Publishers

United States

Publication History

Published: 01 January 2004

Author Tags

  1. dynamic scene
  2. from-region visibility
  3. interactive
  4. occlusion culling
  5. outdoor scene
  6. real-time rendering
  7. virtual environment
  8. visibility culling

Qualifiers

  • Chapter

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 0
    Total Downloads
  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 10 Nov 2024

Other Metrics

Citations

View Options

View options

Get Access

Login options

Full Access

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media