source: GTP/trunk/Lib/Vis/Preprocessing/manual/Bib/new.bib @ 2066

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worked on integration manual

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1@Article{avis96,
2  author = "David Avis and Komei Fukuda",
3  title = "Reverse Search for Enumeration",
4  journal =  "Discrete Applied Mathematics",
5  year = "1996",
6  volume = "6",
7  pages = "21--46"
8}
9
10@Article{Fukuda:1996:DDM,
11  author =       "K. Fukuda and A. Prodon",
12  title =        "Double Description Method Revisited",
13  journal =      "Lecture Notes in Computer Science",
14  volume =       "1120",
15  pages =        "91--111",
16  year =         "1996",
17  coden =        "LNCSD9",
18  ISSN =         "0302-9743",
19  bibdate =      "Mon Aug 25 16:23:54 MDT 1997",
20  acknowledgement = ack-nhfb,
21}
22
23@Misc{lrs_site,
24  author =       {David Avis},
25  title  =       {LRS polyhedra enumeration library},
26  year   =       {2002},
27  note    =      "Available at \url{http://cgm.cs.mcgill.ca/~avis/C/lrs.html}",
28}
29
30@InProceedings{buehler2001,
31  pages =        "425--432",
32  year =         "2001",
33  title =        "Unstructured Lumigraph Rendering",
34  author =       "Chris Buehler and Michael Bosse and Leonard McMillan
35                 and Steven J. Gortler and Michael F. Cohen",
36  abstract =     "We describe an image based rendering approach that
37                 generalizes many current image based rendering
38                 algorithms, including light field rendering and
39                 view-dependent texture mapping. In particular, it
40                 allows for lumigraph-style rendering from a set of
41                 input cameras in arbitrary configurations (i.e., not
42                 restricted to a plane or to any specific manifold). In
43                 the case of regular and planar input camera positions,
44                 our algorithm reduces to a typical lumigraph approach.
45                 When presented with fewer cameras and good approximate
46                 geometry, our algorithm behaves like view-dependent
47                 texture mapping. The algorithm achieves this
48                 flexibility because it is designed to meet a set of
49                 specific goals that we describe. We demonstrate this
50                 flexibility with a variety of examples.",
51  keywords =     "Image-Based Rendering",
52  booktitle =    "Computer Graphics (SIGGRAPH '01 Proceedings)",
53}
54
55@InProceedings{haumont2005:egsr,
56  pages =        "211--222",
57  year =         "2005",
58  title =        "A Low Dimensional Framework for Exact Polygon-to-Polygon Occlusion Queries",
59  author =       {Denis Haumont and Otso M\"{a}kinen and Shaun Nirenstein},
60  booktitle =    "Proceedings of Eurographics Symposium on Rendering",
61}
62
63
64
65@InProceedings{Sadagic,
66  pages =        "111--122",
67  year =         "2000",
68  title =        "Dynamic Polygon Visibility Ordering for Head-Slaved
69                 Viewing in Virtual Environments",
70  author =       "Amela Sadagic and Mel Slater",
71  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-336",
72  abstract =     "This paper presents an approach to visibility called
73                 the Viewpoint Movement Space (VpMS) algorithm which
74                 supports the concept of dynamic polygon visibility
75                 orderings for head-slaved viewing in virtual
76                 environments (VE). The central idea of the approach is
77                 that the visibility, in terms of back-to-front polygon
78                 visibility ordering, does not change dramatically as
79                 the viewpoint moves. Moreover, it is possible to
80                 construct a partition of the space into cells, where
81                 for each cell the ordering is invariant. As the
82                 viewpoint moves across a cell boundary typically only a
83                 small and predictable change is made to the visibility
84                 ordering. The cost to perform this operation represents
85                 a notable reduction when compared with the cost of
86                 resolving the visibility information from the BSP tree
87                 where the classification of the viewpoint with every
88                 node plane has to be performed. The paper demonstrates
89                 how the subdivision into such cells can represent the
90                 basic source for an acceleration of the rendering
91                 process. We also discuss how the same supportive data
92                 structure can be exploited to solve other tasks in the
93                 graphics pipeline.",
94  organization = "Eurographics Association",
95  volume =       "19(2)",
96  booktitle =    "Computer Graphics Forum",
97}
98
99@Book{dcg-handbook,
100  title =        "Handbook of Discrete and Computational Geometry",
101  booktitle =    "Handbook of Discrete and Computational Geometry",
102  publisher =    "CRC Press",
103  year =         "1997",
104  editor =       "Jacob E. Goodman and Joseph O'Rourke",
105}
106
107@PhdThesis{Pu98-DSGIV,
108  author =       "Fan-Tao Pu",
109  year =         "1998",
110  title =        "Data Structures for Global Illumination and Visibility
111                 Queries in 3-Space",
112  address =      "College Park, MD",
113  school =       "University of Maryland",
114}
115
116@TechReport{Hillesland02,
117  author =       "Karl Hillesland and Brian Salomon and Anselmo Lastra
118                 and Dinesh Manocha",
119  title =        "Fast and Simple Occlusion Culling Using Hardware-Based
120                 Depth Queries",
121  institution =  "Department of Computer Science, University of North
122                 Carolina - Chapel Hill",
123  number =       "TR02-039",
124  month =        sep # " 12",
125  year =         "2002",
126  URL =          "ftp://ftp.cs.unc.edu/pub/publications/techreports/02-039.pdf",
127}
128
129@Article{Staneker:2004:OCO,
130  author =       "Dirk Staneker and Dirk Bartz and Wolfgang
131                 Stra{\ss}er",
132  title =        "Occlusion Culling in {OpenSG PLUS}",
133  journal =      "Computers and Graphics",
134  volume =       "28",
135  number =       "1",
136  pages =        "87--92",
137  month =        feb,
138  year =         "2004",
139  CODEN =        "COGRD2",
140  ISSN =         "0097-8493",
141  bibdate =      "Tue Jan 27 12:04:28 MST 2004",
142  acknowledgement = ack-nhfb,
143}
144
145@Article{Staneker:2004:EMO,
146   AUTHOR = "Dirk Staneker and Dirk Bartz and Wolfgang Strasser",
147   TITLE = "Efficient Multiple Occlusion Queries for Scene Graph Systems",
148   JOURNAL = "WSI Report (WSI-2004-6)",
149   INSTITUTION = {Wilhelm Schickard Institute for Computer Science, Graphical Interactive Systems (WSI/GRIS), University of T{\"u}bingen},
150   YEAR = "2004",
151   KEYWORDS = {GRIS}
152}
153
154@InProceedings{Meissner01,
155  author =       "Michael Meissner and Dirk Bartz and Gordon Mueller and
156                 Tobias Huettner and Jens Einighammer",
157  title =        "Generation of Decomposition Hierarchies for Efficient
158                 Occlusion Culling of Large Polygonal Models",
159  pages =        "225--232",
160  booktitle =    "Proceedings of the Vision Modeling and Visualization
161                 Conference 2001",
162  month =        nov # " ~21--23",
163  year =         "2001",
164}
165
166
167@Article{Scott:1998:OVF,
168  author =       "N. D. Scott and D. M. Olsen and E. W. Gannett",
169  title =        "An Overview of the {VISUALIZE fx} Graphics Accelerator
170                 Hardware",
171  journal =      "Hew\-lett-Pack\-ard Journal: technical information
172                 from the laboratories of Hew\-lett-Pack\-ard Company",
173  volume =       "49",
174  number =       "2",
175  pages =        "28--34",
176  month =        may,
177  year =         "1998",
178  CODEN =        "HPJOAX",
179  ISSN =         "0018-1153",
180  bibdate =      "Thu Nov 5 16:08:50 MST 1998",
181  URL =          "http://www.hp.com/hpj/98may/tc-05-98.htm",
182  acknowledgement = ack-nhfb,
183}
184
185@Article{Leyvand:2003:RSF,
186  author =       "Tommer Leyvand and Olga Sorkine and Daniel Cohen-Or",
187  title =        "Ray space factorization for from-region visibility",
188  journal =      "ACM Transactions on Graphics (Proceedings of SIGGRAPH '03)",
189  volume =       "22",
190  number =       "3",
191  pages =        "595--604",
192  month =        jul,
193  year =         "2003",
194}
195
196@InProceedings{Chrysanthou:97,
197  author =       "M. Slater and Y. Chrysanthou",
198  title =        "View Volume Culling Using a Probabilistic Caching
199                 Scheme",
200  pages =        "71--78",
201  booktitle =    "Proceedings of the {ACM} Symposium on Virtual Reality
202                 Software and Technology ({VRST}'97)",
203  optmonth =        sep # "15--17~",
204  publisher =    "ACM Press",
205  optaddress =      "New York",
206  year =         "1997",
207}
208
209@InProceedings{stamminger02,
210  pages =        "557--562",
211  year =         "2002",
212  title =        "Perspective Shadow Maps",
213  author =       "Marc Stamminger and George Drettakis",
214  abstract =     "Shadow maps are probably the most widely used means
215                 for the generation of shadows, despite their well known
216                 aliasing problems. In this paper we introduce
217                 perspective shadow maps, which are generated in
218                 normalized device coordinate space, i.e., after
219                 perspective transformation. This results in important
220                 reduction of shadow map aliasing with almost no
221                 overhead. We correctly treat light source
222                 transformations and show how to include all objects
223                 which cast shadows in the transformed space.
224                 Perspective shadow maps can directly replace standard
225                 shadow maps for interactive hardware accelerated
226                 rendering as well as in high-quality, offline
227                 renderers.",
228  keywords =     "Frame Buffer Algorithms, Graphics Hardware,
229                 Illumination, Level of Detail Algorithms, Rendering,
230                 Shadow Algorithms",
231  booktitle =    "SIGGRAPH 2002 Conference Proceedings",
232  publisher =    "ACM Press/ ACM SIGGRAPH",
233}
234
235
236@Article{vazquez99,
237  author =       "C. Saona-V{\'a}zquez and I. Navazo and P. Brunet",
238  title =        "The visibility octree: a data structure for {$3$D}
239                 navigation",
240  journal =      "Computers and Graphics",
241  volume =       "23",
242  number =       "5",
243  pages =        "635--643",
244  month =        oct,
245  year =         "1999",
246  coden =        "COGRD2",
247  ISSN =         "0097-8493",
248  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
249  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/28/abstract.html;
250                 http://www.elsevier.nl/gej-ng/10/13/20/24/32/28/article.pdf",
251  acknowledgement = ack-nhfb,
252}
253
254@inproceedings{lloyd02,
255 author = {Brandon Lloyd and Parris Egbert},
256 title = {Horizon occlusion culling for real-time rendering of hierarchical terrains},
257 booktitle = {Proceedings of the conference on Visualization '02},
258 year = {2002},
259 isbn = {0-7803-7498-3},
260 pages = {403--410},
261 location = {Boston, Massachusetts},
262 publisher = {IEEE Press},
263 }
264
265
266@InCollection{wald01_eg,
267  pages =        "153--164",
268  year =         "2001",
269  title =        "Interactive Rendering with Coherent Ray Tracing",
270  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-174",
271  author =       "Ingo Wald and Philipp Slusallek and Carsten Benthin
272                 and Markus Wagner",
273  abstract =     "For almost two decades researchers have argued that
274                 ray tracing will eventually become faster than the
275                 rasterization technique that completely dominates
276                 todays graphics hardware. However, this has not
277                 happened yet. Ray tracing is still exclusively being
278                 used for off-line rendering of photorealistic images
279                 and it is commonly believed that ray tracing is simply
280                 too costly to ever challenge rasterization-based
281                 algorithms for interactive use. However, there is
282                 hardly any scientific analysis that supports either
283                 point of view. In particular there is no evidence of
284                 where the crossover point might be, at which ray
285                 tracing would eventually become faster, or if such a
286                 point does exist at all. This paper provides several
287                 contributions to this discussion: We first present a
288                 highly optimized implementation of a ray tracer that
289                 improves performance by more than an order of magnitude
290                 compared to currently available ray tracers. The new
291                 algorithm make better use of computational resources
292                 such as caches and SIMD instructions and better
293                 exploits image and object space coherence. Secondly, we
294                 show that this software implementation can challenge
295                 and even outperform high-end graphics hardware in
296                 interactive rendering performance for complex
297                 environments. We also provide an brief overview of the
298                 benefits of ray tracing over rasterization algorithms
299                 and point out the potential of interactive ray tracing
300                 both in hardware and software.",
301  editor =       "A. Chalmers and T.-M. Rhyne",
302  volume =       "20(3)",
303  series =       "Computer Graphics Forum",
304  booktitle =    "EG 2001 Proceedings",
305  publisher =    "Blackwell Publishing",
306}
307
308
309@InProceedings{purcell02,
310  pages =        "703--712",
311  year =         "2002",
312  title =        "Ray Tracing on Programmable Graphics Hardware",
313  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2002-222",
314  author =       "Timothy J. Purcell and Ian Buck and William R. Mark
315                 and Pat Hanrahan",
316  abstract =     "Recently a breakthrough has occurred in graphics
317                 hardware: fixed function pipelines have been replaced
318                 with programmable vertex and fragment processors. In
319                 the near future, the graphics pipeline is likely to
320                 evolve into a general programmable stream processor
321                 capable of more than simply feed-forward triangle
322                 rendering. In this paper, we evaluate these trends in
323                 programmability of the graphics pipeline and explain
324                 how ray tracing can be mapped to graphics hardware.
325                 Using our simulator, we analyze the performance of a
326                 ray casting implementation on next generation
327                 programmable graphics hardware. In addition, we compare
328                 the performance difference between non-branching
329                 programmable hardware using a multipass implementation
330                 and an architecture that supports branching. We also
331                 show how this approach is applicable to other ray
332                 tracing algorithms such as Whitted ray tracing, path
333                 tracing, and hybrid rendering algorithms. Finally, we
334                 demonstrate that ray tracing on graphics hardware could
335                 prove to be faster than CPU based implementations as
336                 well as competitive with traditional hardware
337                 accelerated feed-forward triangle rendering.",
338  keywords =     "Programmable Graphics Hardware, Ray Tracing",
339  booktitle =    "Computer Graphics (SIGGRAPH '02 Proceedings)",
340}
341
342
343@InProceedings{Gortler:1996:L,
344  author =       "Steven J. Gortler and Radek Grzeszczuk and Richard
345                 Szeliski and Michael F. Cohen",
346  title =        "The Lumigraph",
347  series =       "Annual Conference Series",
348  pages =        "43--54",
349  booktitle =    "Computer Graphics (SIGGRAPH '96 Proceedings)",
350  year =         "1996",
351  publisher =    "Addison Wesley",
352  month =        aug,
353  annote =       "This paper discusses a new method for capturing the
354                 complete appearance of both synthetic and real world
355                 objects and scenes, representing this information, and
356                 then using this representation to render images of the
357                 object from new camera positions. Unlike the shape
358                 capture process traditionally used in computer vision
359                 and the rendering process traditionally used in
360                 computer graphics, our approach does not rely on
361                 geometric representations. Instead we sample and
362                 reconstruct a 4D function, which we call a Lumigraph.
363                 The Lumigraph is a subset of the complete plenoptic
364                 function that describes the flow of light at all
365                 positions in all directions. With the Lumigraph, new
366                 images of the object can be generated very quickly,
367                 independent of the geometric or illumination complexity
368                 of the scene or object. The paper discusses a complete
369                 working system including the capture of samples, the
370                 construction of the Lumigraph, and the subsequent
371                 rendering of images from this new representation.",
372}
373
374
375@Article{Gotsman:1999:OOC,
376  author =       "Craig Gotsman and Oded Sudarsky and Jeffrey A.
377                 Fayman",
378  title =        "Optimized occlusion culling using five-dimensional
379                 subdivision",
380  journal =      "Computers and Graphics",
381  volume =       "23",
382  number =       "5",
383  pages =        "645--654",
384  month =        oct,
385  year =         "1999",
386  coden =        "COGRD2",
387  ISSN =         "0097-8493",
388  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
389  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/29/abstract.html;
390                 http://www.elsevier.nl/gej-ng/10/13/20/24/32/29/article.pdf",
391  acknowledgement = ack-nhfb,
392}
393
394@article{Pag94,
395 author = {David W. Paglieroni and Sidney M. Petersen},
396 title = {Height distributional distance transform methods for height field ray tracing},
397 journal = {ACM Transactions on Graphics (TOG)},
398 volume = {13},
399 number = {4},
400 year = {1994},
401 issn = {0730-0301},
402 pages = {376--399},
403 doi = {http://doi.acm.org/10.1145/195826.197312},
404 publisher = {ACM Press},
405 }
406
407@article{lee97,
408    author = "Cheol-Hi Lee and Yeong Gil Shin",
409    title = "A Terrain Rendering Method using Vertical Ray Coherence",
410    journal = "The Journal of Visualization and Computer Animation",
411    volume = "8",
412    number = "2",
413    pages = "97--114",
414    year = "1997",
415}
416
417
418@TechReport{mcmillan:97:phd,
419  type =         "Ph.D. Thesis",
420  number =       "TR97-013",
421  institution =  "University of North Carolina, Chapel Hill",
422  title =        "An Image-Based Approach to Three-Dimensional Computer
423                 Graphics",
424  month =        may,
425  year =         "1997",
426  bibdate =      "June 9, 1997",
427  url =          "ftp://ftp.cs.unc.edu/pub/publications/techreports/97-013.pdf.Z",
428  author =       "Leonard McMillan",
429}
430
431
432@MastersThesis{aila:00:msc,
433  author =       {Timo Aila},
434  title =        {SurRender Umbra: A Visibility Determination Framework
435for Dynamic Environments},
436  school =       {Helsinki University of Technology},
437  year =         {2000},
438}
439
440
441@Article{duguet:02:sig,
442  year =         "2002",
443  title =        "Robust Epsilon Visibility",
444  author =       "Florent Duguet and George Drettakis",
445  journal =    "To appear in Computer Graphics (SIGGRAPH'02 Proceedings)",
446  publisher =    "ACM SIGGRAPH",
447}
448
449
450@InProceedings{wand:01:sig,
451  pages =        "361--370",
452  year =         "2001",
453  title =        "The Randomized z-Buffer Algorithm: Interactive
454                 Rendering of Highly Complex Scenes",
455  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-125",
456  author =       "Michael Wand and Matthias Fischer and Ingmar Peter and
457                 Friedhelm Meyer auf der Heide and Wolfgang
458                 Stra{\ss{}}er",
459  abstract =     "We present a new output-sensitive rendering algorithm,
460                 the randomized z-buffer algorithm. It renders an image
461                 of an arbitrary three-dimensional scene consisting of
462                 triangular primitives by reconstruction from a
463                 dynamically chosen set of random surface sample points.
464                 This approach is independent of mesh connectivity and
465                 topology. The resulting rendering time grows only
466                 logarithmically with the numbers of triangles in the
467                 scene. We were able to render walkthroughs of scenes of
468                 up to 1014 triangles at interactive frame rates.
469                 Automatic identification of low detail scene components
470                 ensures that the rendering speed of the randomized
471                 z-buffer cannot drop below that of conventional
472                 z-buffer rendering. Experimental and analytical
473                 evidence is given that the image quality is comparable
474                 to that of common approaches like z-buffer rendering.
475                 The precomputed data structures employed by the
476                 randomized z-buffer allow for interactive dynamic
477                 updates of the scene. Their memory requirements grow
478                 only linearly with the number of triangles and allow
479                 for a scene graph based instantiation scheme to further
480                 reduce memory consumption.",
481  keywords =     "Rendering Systems, Level of Detail Algorithms, Monte
482                 Carlo Techniques",
483  booktitle =    "Computer Graphics  (Proceedings of SIGGRAPH 2001)",
484  publisher =    "ACM SIGGRAPH",
485}
486
487@Book{berg:97,
488  year =         "1997",
489  title =        "Computational Geometry: Algorithms and Applications",
490  author =       "{Mark de} Berg and {Marc van} Kreveld and Mark
491                 Overmars and Otfried Schwarzkopf",
492  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1997-230",
493  language =     "en",
494  abstract =     "Computational geometry emerged from the field of
495                 algorithms design and analysis in the late 1970s. It
496                 has grown into a recognized discipline with its own
497                 journals, conferences, and a large community of active
498                 researchers. The success of the field as a research
499                 discipline can on the one hand be explained from the
500                 beauty of the problems studied and the solutions
501                 obtained, and, on the other hand, by the many
502                 application domains---computer graphics, geographic
503                 information systems (GIS), robotics, and others---in
504                 which geometric algorithms play a fundamental role. For
505                 many geometric problems the early algorithmic solutions
506                 were either slow or difficult to understand and
507                 implement. In recent years a number of new algorithmic
508                 techniques have been developed that improved and
509                 simplified many of the previous approaches. In this
510                 textbook we have tried to make these modern algorithmic
511                 solutions accessible to a large audience. The book has
512                 been written as a textbook for a course in
513                 computational geometry, but it can also be used for
514                 self study. Each of the sixteen chapters, except the
515                 introductory chapter, starts with a problem arising in
516                 one of the application domains. This problem is then
517                 transformed into a purely geometric one, which is
518                 solved using techniques from computational geometry.
519                 The geometric problem and the concepts and techniques
520                 needed to solve it are the real topic of each chapter.
521                 The choice of the applications was guided by the topics
522                 in computational geometry we wanted to cover; they are
523                 not meant to provide a good coverage of the application
524                 domains. The purpose of the applications is to motivate
525                 the reader; the goal of the chapters is not to provide
526                 ready-to-use solutions for them. Having said this, we
527                 believe that knowledge of computational geometry is
528                 important to solve geometric problems in application
529                 areas efficiently. We hope that our book will not only
530                 raise the interest of people from the algorithms
531                 community, but also from people in the application
532                 areas. For most geometric problems treated we give just
533                 one solution, even when a number of different solutions
534                 exist. In general we have chosen the solution that is
535                 most easy to understand and implement. This is not
536                 necessarily the most efficient solution. We also took
537                 care that the book contains a good mixture of
538                 techniques like divide-and-conquer, plane sweep, and
539                 randomized algorithms. We decided not to treat all
540                 sorts of variations to the problems; we felt it is more
541                 important to introduce all main topics in computational
542                 geometry than to give more detailed information about a
543                 smaller number of topics.",
544  address =      "Berlin, Heidelberg, New York",
545  copyright =    "Springer-Verlag",
546  publisher =    "Springer-Verlag",
547}
548
549
550@InProceedings{Appel:1968:STS,
551  author =       "Arthur Appel",
552  title =        "Some Techniques for Shading Machine Renderings of
553                 Solids",
554  booktitle =    "AFIPS 1968 Spring Joint Computer Conf.",
555  pages =        "37--45",
556  volume =       "32",
557  year =         "1968",
558  keywords =     "visible",
559  annote =       "first ray tracing paper, light ray tracing, black and
560                 white pictures on Calcomp plotter This paper presents
561                 some recent experimental results in the automatic
562                 shading of line drawings. The purpose of these
563                 experiments was to generate pictures of objects
564                 consisting of flat surfaces on a digital plotter and to
565                 evaluate the cost of generating such pictures and the
566                 resultant graphical quality.",
567}
568
569
570@Article{floriani:95:vc,
571  author =       "L. De Floriani and P. Magillo",
572  title =        "Horizon Computation on a Hierarchical Terrain Model",
573  journal =      "The Visual Computer: An International Journal of
574                 Computer Graphics",
575  volume =       "11",
576  year =         "1995",
577  publisher =    "Springer Verlag, New York",
578  pages =        "134--149",
579  topic =        "visibility",
580}
581
582@InProceedings{nirenstein:02:egwr,
583  year =         "2002",
584  title =        "Exact {From-Region} Visibility Culling",
585  author =       "Shaun Nirenstein and Edwin Blake and James Gain",
586  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
587  pages =        "199--210",
588
589}
590
591@InCollection{Klosowski:2000:PLP,
592  pages =        "108--123",
593  year =         "2000",
594  title =        "The Prioritized-Layered Projection Algorithm for
595                 Visible Set Estimation",
596  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-206",
597  author =       "J. T. Klosowski and C. T. Silva",
598  abstract =     "Prioritized-Layered Projection (PLP) is a technique
599                 for fast rendering of high depth complexity scenes. It
600                 works by estimating the visible polygons of a scene
601                 from a given viewpoint incrementally, one primitive at
602                 a time. It is not a conservative technique, instead PLP
603                 is suitable for the computation of partially correct
604                 images for use as part of time-critical rendering
605                 systems. From a very high level, PLP amounts to a
606                 modification of a simple view-frustum culling
607                 algorithm, however, it requires the computation of a
608                 special occupancy-based tessellation and the assignment
609                 to each cell of the tessellation a solidity value,
610                 which is used to compute a special ordering on how
611                 primitives get projected. In this paper, we detail the
612                 PLP algorithm, its main components, and implementation.
613                 We also provide experimental evidence of its
614                 performance, including results on two types of spatial
615                 tessellation (using octree- and Delaunay-based
616                 tessellations), and several datasets. We also discuss
617                 several extensions of our technique.",
618  editor =       "Hans Hagen and David S. Ebert",
619  keywords =     "Visibility, time-critical rendering, occlusion
620                 culling, visible set, spatial tessellation",
621  volume =       "6 (2)",
622  booktitle =    "IEEE Transactions on Visualization and Computer
623                 Graphics",
624  publisher =    "IEEE Computer Society",
625}
626
627@Article{Klosowski:2001:ECV,
628  author =       "James T. Klosowski and Cl{\'a}udio T. Silva.",
629  title =        "Efficient Conservative Visibility Culling Using the
630                 Prioritized-Layered Projection Algorithm",
631  journal =      "IEEE Transactions on Visualization and Computer
632                 Graphics",
633  volume =       "7",
634  number =       "4",
635  pages =        "365--379",
636  month =        oct,
637  year =         "2001",
638  coden =        "ITVGEA",
639  ISSN =         "1077-2626",
640  bibdate =      "Sat Feb 23 09:10:10 MST 2002",
641  url =          "http://www.computer.org/tvcg/tg2001/v0365abs.htm;
642                 http://dlib.computer.org/tg/books/tg2001/pdf/v0365.pdf",
643  acknowledgement = ack-nhfb,
644}
645
646
647@InProceedings{hey:01:egwr,
648  author =       "Heinrich Hey and Robert F. Tobler and Werner
649                 Purgathofer",
650  title =        "{Real-Time} Occlusion Culling with a Lazy Occlusion
651                 Grid",
652  pages =        "217--222",
653  year= "2001",
654  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
655}
656
657@InProceedings{wonka:01:eg,
658  pages =        "411--421",
659  year =         "2001",
660  title =        "Instant Visibility",
661  author =       "Peter Wonka and Michael Wimmer and Fran{\c{c}}ois X.
662                 Sillion",
663  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-201",
664  abstract =     "We present an online occlusion culling system which
665                 computes visibility in parallel to the rendering
666                 pipeline. We show how to use point visibility
667                 algorithms to quickly calculate a tight potentially
668                 visible set (PVS) which is valid for several frames, by
669                 shrinking the occluders used in visibility calculations
670                 by an adequate amount. These visibility calculations
671                 can be performed on a visibility server, possibly a
672                 distinct computer communicating with the display host
673                 over a local network. The resulting system essentially
674                 combines the advantages of online visibility processing
675                 and region-based visibility calculations, allowing
676                 asynchronous processing of visibility and display
677                 operations. We analyze two different types of
678                 hardware-based point visibility algorithms and address
679                 the problem of bounded calculation time which is the
680                 basis for true real-time behavior. Our results show
681                 reliable, sustained 60 Hz performance in a walkthrough
682                 with an urban environment of nearly 2 million polygons,
683                 and a terrain flyover.",
684  booktitle =    "Computer Graphics Forum (Proceedings of EUROGRAPHICS '01)",
685  optpublisher =    "Blackwell Publishing",
686}
687
688@InProceedings{fernando:01:sig,
689  pages =        "387--390",
690  year =         "2001",
691  title =        "Adaptive Shadow Maps",
692  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-128",
693  author =       "Randima Fernando and Sebastian Fernandez and Kavita
694                 Bala and Donald P. Greenberg",
695  abstract =     "Shadow maps provide a fast and convenient method of
696                 identifying shadows in scenes but can introduce
697                 aliasing. This paper introduces the Adaptive Shadow Map
698                 (ASM) as a solution to this problem. An ASM removes
699                 aliasing by resolving pixel size mismatches between the
700                 eye view and the light source view. It achieves this
701                 goal by storing the light source view (i.e., the shadow
702                 map for the light source) as a hierarchical grid
703                 structure as opposed to the conventional flat
704                 structure. As pixels are transformed from the eye view
705                 to the light source view, the ASM is refined to create
706                 higher-resolution pieces of the shadow map when needed.
707                 This is done by evaluating the contributions of shadow
708                 map pixels to the overall image quality. The
709                 improvement process is view-driven, progressive, and
710                 confined to a user-specifiable memory footprint. We
711                 show that ASMs enable dramatic improvements in shadow
712                 quality while maintaining interactive rates.",
713  keywords =     "Rendering, Shadow Algorithms",
714  booktitle =    "Computer Graphics  (Proceedings of SIGGRAPH '01)",
715  publisher =    "ACM SIGGRAPH",
716}
717
718
719@InProceedings{rusinkiewicz:00:sig,
720  pages =        "343--352",
721  year =         "2000",
722  title =        "{QS}plat: {A} Multiresolution Point Rendering System
723                 for Large Meshes",
724  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-73",
725  author =       "Szymon Rusinkiewicz and Marc Levoy",
726  abstract =     "Advances in 3D scanning technologies have enabled the
727                 practical creation of meshes with hundreds of millions
728                 of polygons. Traditional algorithms for display,
729                 simplification, and progressive transmission of meshes
730                 are impractical for data sets of this size. We describe
731                 a system for representing and progressively displaying
732                 these meshes that combines a multiresolution hierarchy
733                 based on bounding spheres with a rendering system based
734                 on points. A single data structure is used for view
735                 frustum culling, backface culling, level-of-detail
736                 selection, and rendering. The representation is compact
737                 and can be computed quickly, making it suitable for
738                 large data sets. Our implementation, written for use in
739                 a large-scale 3D digitization project, launches
740                 quickly, maintains a user-settable interactive frame
741                 rate regardless of object complexity or camera
742                 position, yields reasonable image quality during
743                 motion, and refines progressively when idle to a high
744                 final image quality. We have demonstrated the system on
745                 scanned models containing hundreds of millions of
746                 samples.",
747  keywords =     "Rendering systems, Spatial data structures, Level of
748                 detail algorithms, Compression algorithms",
749  booktitle =    "Computer Graphics  (Proceedings of SIGGRAPH 2000)",
750  publisher =    "ACM SIGGRAPH / Addison Wesley Longman",
751}
752
753@InProceedings{pfister:00:sig,
754  pages =        "335--342",
755  year =         "2000",
756  title =        "Surfels: Surface Elements as Rendering Primitives",
757  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-69",
758  author =       "Hanspeter Pfister and Matthias Zwicker and Jeroen van
759                 Baar and Markus Gross",
760  abstract =     "Surface elements (surfels) are a powerful paradigm to
761                 efficiently render complex geometric objects at
762                 interactive frame rates. Unlike classical surface
763                 discretizations, i.e., triangles or quadrilateral
764                 meshes, surfels are point primitives without explicit
765                 connectivity. Surfel attributes comprise depth, texture
766                 color, normal, and others. As a pre-process, an
767                 octree-based surfel representation of a geometric
768                 object is computed. During sampling, surfel positions
769                 and normals are optionally perturbed, and different
770                 levels of texture colors are prefiltered and stored per
771                 surfel. During rendering, a hierarchical forward
772                 warping algorithm projects surfels to a z-buffer. A
773                 novel method called visibility splatting determines
774                 visible surfels and holes in the z-buffer. Visible
775                 surfels are shaded using texture filtering, Phong
776                 illumination, and environment mapping using per-surfel
777                 normals. Several methods of image reconstruction,
778                 including supersampling, offer flexible speed-quality
779                 tradeoffs. Due to the simplicity of the operations, the
780                 surfel rendering pipeline is amenable for hardware
781                 implementation. Surfel objects offer complex shape, low
782                 rendering cost and high image quality, which makes them
783                 specifically suited for low-cost, real-time graphics,
784                 such as games.",
785  keywords =     "Rendering Systems, Texture Mapping",
786  booktitle =    "Computer Graphics (Proceedings of SIGGRAPH 2001)",
787  publisher =    "ACM SIGGRAPH / Addison Wesley Longman",
788}
789
790
791@InProceedings{Grossman:rend98-181,
792  booktitle =    "Rendering Techniques '98 (Proceedings of Eurographics Rendering Workshop)",
793  year =         "1998",
794  publisher =    "Springer-Verlag Wien New York",
795  author =       "J. P. Grossman and William J. Dally",
796  title =        "Point Sample Rendering",
797  pages =        "181--192",
798  abstract =     "We present an algorithm suitable for real-time, high
799                 quality rendering of complex objects. Objects are
800                 represented as a dense set of surface point samples
801                 which contain colour, depth and normal infocmation.
802                 These point samples are obtained by sampling
803                 orthographic views on an equilateral triangle lattice.
804                 They are rendered directly and independently without
805                 any knowledge of surface topology. We introduce a novel
806                 solution to the problem of surface reconstruction using
807                 a hierarchy of Z-buffers to detect tears. Our algorithm
808                 is fast and requires only modest resources.",
809}
810
811
812
813@Article{Bartz:1999:OAO,
814  author =       "Dirk Bartz and Michael Mei{\ss}ner and Tobias
815                 H{\"u}ttner",
816  title =        "Open{GL}-assisted occlusion culling for large
817                 polygonal models",
818  journal =      "Computers and Graphics",
819  volume =       "23",
820  number =       "5",
821  pages =        "667--679",
822  month =        oct,
823  year =         "1999",
824  coden =        "COGRD2",
825  ISSN =         "0097-8493",
826  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
827  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/31/abstract.html;
828                 http://www.elsevier.nl/gej-ng/10/13/20/24/32/31/article.pdf",
829  acknowledgement = ack-nhfb,
830}
831
832
833@InProceedings{popescu:98:viz,
834  author =       "V. Popescu and A. Lastra and D. Aliaga and M. de
835                 Oliveira Neto",
836  title =        "Efficient warping for architectural walkthroughs using
837                 layered depth images",
838  pages =        "211--216",
839  booktitle =    "{IEEE} Visualization '98 ({VIS} '98)",
840  ISBN =         "0-8186-9176-X",
841  month =        oct,
842  publisher =    "IEEE",
843  address =      "Washington - Brussels - Tokyo",
844  year =         "1998",
845}
846
847
848@InProceedings{aliaga:99:sig,
849  author =       "Daniel G. Aliaga and Anselmo Lastra",
850  title =        "Automatic Image Placement to Provide a Guaranteed
851                 Frame Rate",
852  pages =        "307--316",
853  ISBN =         "0-201-48560-5",
854  editor =       "Alyn Rockwood",
855  booktitle =    "Proceedings of the Conference on Computer Graphics
856                 (Siggraph99)",
857  month =        aug # "8--13",
858  publisher =    "ACM Press",
859  address =      "N.Y.",
860  year =         "1999",
861}
862
863@InProceedings{aliaga:99:i3dg,
864  author =       "Daniel Aliaga and Jon Cohen and Andrew Wilson and Eric
865                 Baker and Hansong Zhang and Carl Erikson and Keny Hoff
866                 and Tom Hudson and Wolfgang St{\"u}rzlinger and Rui
867                 Bastos and Mary Whitton and Fred Brooks and Dinesh
868                 Manoclia",
869  title =        "{MMR}: An Interactive Massive Model Rendering System
870                 Using Geometric and Image-Based Acceleration (Color
871                 Plate {S}. 237)",
872  pages =        "199--206",
873  ISBN =         "1-58113-082-1",
874  editor =       "Stephen N. Spencer",
875  booktitle =    "Proceedings of the Conference on the 1999 Symposium on
876                 interactive {3D} Graphics",
877  month =        apr # " ~26--28",
878  publisher =    "ACM Press",
879  address =      "New York",
880  year =         "1999",
881}
882
883
884
885@InProceedings{wimmer:01:egwr,
886  author =       "Michael Wimmer and Peter Wonka and Francois Sillion",
887  title =        "{Point-Based} Impostors for {Real-Time}
888                 Visualization",
889  pages =        "163--176",
890  crossref =     "RENDERING TECHNIQUES`01",
891}
892
893@InProceedings{Jeschke:LEM:2002,
894  title =        "{Layered Environment-Map Impostors for Arbitrary
895                 Scenes}",
896  author =       "Stefan Jeschke and Michael Wimmer and Heidrun
897                 Schuman",
898  booktitle =    "Proc. Graphics Interface",
899  year =         "2002",
900  month =        may,
901  location =     "Calgary, Alberta",
902  pages =        "1--8",
903}
904
905@Book{Neider93,
906  author =       "Jackie Neider and Tom Davis and Mason Woo",
907  title =        "{OpenGL} Programming Guide",
908  publisher =    "Addison-Wesley",
909  address =      "Reading MA",
910  year =         "1993",
911  keywords =     "computer graphics, graphics workstation, SGI",
912  annote =       "shadows on a plane p. 401",
913}
914
915@PhdThesis{Havran2000:PhD,
916 author = "Vlastimil Havran",
917 title  = "Heuristic Ray Shooting Algorithms",
918 school = "Department of Computer Science and Engineering,
919           Faculty of Electrical Engineering,
920           Czech Technical University in Prague",
921 type   = "Ph.D. Thesis",
922 year   = "2000",
923 month  = "November",
924 url    = "http://www.cgg.cvut.cz/~havran/phdthesis.html",
925 annote = "Global illumination research aiming at the photo-realistic
926    image synthesis pushes forward research in computer graphics as a
927    whole. The computation of visually plausible images is
928    time-consuming and far from being realtime at present. A significant
929    part of computation in global illumination algorithms involves
930    repetitive computing of visibility queries.
931      In the thesis, we describe our results in ray shooting, which is
932    a well-known problem in the field of visibility. The problem is
933    difficult in spite of its simple definition: For a given oriented
934    half-line and a set of objects, find out the first object
935    intersected by the half-line if such an object exists. A
936    naive algorithm has the time complexity O(N), where N
937    is the number of objects. The naive algorithm is practically
938    inapplicable in global illumination applications for a scene with
939    a high number of objects, due its huge time requirements. In this
940    thesis we deal with heuristic ray shooting algorithms that use
941    additional spatial data structures. We put stress on average-case
942    complexity and we particularly investigate the ray shooting
943    algorithms based on spatial hierarchies. In the thesis we deal
944    with two major topics.
945      In the first part of the thesis, we introduce a ray shooting
946    computation model and performance model. Based on these two models
947    we develop a methodology for comparing various ray shooting
948    algorithms for a set of experiments performed on a set of
949    scenes. Consecutively, we compare common heuristic ray shooting
950    algorithms based on BSP trees, kd-trees, octrees, bounding volume
951    hierarchies, uniform grids, and three types of hierarchical grids
952    using a set of 30 scenes from Standard Procedural Database. We
953    show that for this set of scenes the ray shooting algorithm based
954    on the kd-tree is the winning candidate among all tested ray
955    shooting algorithms.
956      The second and major part of the thesis presents several
957    techniques for decreasing the time and space complexity for ray
958    shooting algorithms based on kd-tree. We deal with both kd-tree
959    construction and ray traversal algorithms. In the context of kd-tree
960    construction, we present new methods for adaptive construction of
961    the kd-tree using empty spatial regions in the scene, termination
962    criteria, general cost model for the kd-tree, and modified surface
963    area heuristics for a restricted set of rays. Further, we describe
964    a new version of the recursive ray traversal algorithm. In context
965    of the recursive ray traversal algorithm based on the kd-tree, we
966    develop the concept of the largest common traversal sequence. This
967    reduces the number of hierarchical traversal steps in the kd-tree
968    for certain ray sets. We also describe one technique closely related
969    to computer architecture, namely mapping kd-tree nodes to memory to
970    increase the cache hit ratio for processors with a large cache
971    line. Most of the techniques proposed in the thesis can be used in
972    combination. In practice, the average time complexity of the ray
973    shooting algorithms based on the kd-tree, as presented in this thesis,
974    is about $O(log N)$, where the hidden multiplicative factor
975    depends on the input data. However, at present it is not known
976    to have been proved theoretically for scenes with general
977    distribution of objects. For these reasons our findings are
978    supported by a set of experiments for the above-mentioned set of
979    30 scenes.",
980}
981
982
983@InProceedings{goral84a,
984  author =       "Cindy M. Goral and Kenneth K. Torrance and Donald P.
985                 Greenberg and Bennett Battaile",
986  title =        "Modelling the Interaction of Light Between Diffuse
987                 Surfaces",
988  pages =        "213--222",
989  booktitle =      "Computer Graphics (SIGGRAPH '84 Proceedings)",
990  volume =       "18",
991  number =       "3",
992  year =         "1984",
993  month =        jul,
994  conference =   "held in Minneapolis, Minnesota; 23--27 July 1984",
995  keywords =     "radiosity method, diffuse surfaces, I37 Lighting
996                 Interaction",
997  annote =       "The classic reference on radiosity. Early work on
998                 radiosity method. See Hemi Cube paper for more in depth
999                 description of implementation.",
1000}
1001
1002@InProceedings{Heidrich:00:EGWR,
1003  author =       "Wolfgang Heidrich and Stefan Brabec and {Hans-Peter}
1004                 Seidel",
1005  title =        "Soft Shadow Maps for Linear Lights",
1006  pages =        "269--280",
1007  year = "2000",
1008  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
1009}
1010
1011@Article{Heidmann91,
1012  author =       "Tim Heidmann",
1013  title =        "Real Shadows, Real Time",
1014  journal =      "Iris Universe",
1015  note =         "Silicon Graphics, Inc.",
1016  volume =       "18",
1017  year =         "1991",
1018  pages =        "28--31",
1019  keywords =     "soft shadow, SGI Reality Engine, stencil buffer,
1020                 shadow volume",
1021  annote =       "includes C, GL code",
1022}
1023
1024@InProceedings{Heidrich:99:IDG,
1025  year =         "1999",
1026  title =        "Applications of Pixel Textures in Visualization and
1027                 Realistic Image Synthesis",
1028  author =       "W. Heidrich and R. Westermann and H.-P. Seidel and T.
1029                 Ertl",
1030  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1999-121",
1031  organization = "ACM/Siggraph",
1032  booktitle =    "ACM Symposium on Interactive 3D Graphics",
1033}
1034
1035
1036@Article{Segal92,
1037  author =       "Mark Segal and Carl Korobkin and Rolf van Widenfelt
1038                 and Jim Foran and Paul Haeberli",
1039  title =        "Fast Shadows and Lighting Effects using Texture
1040                 Mapping",
1041  journal =      "Computer Graphics (SIGGRAPH '92 Proceedings)",
1042  volume =       "26",
1043  number =       "2",
1044  month =        jul,
1045  year =         "1992",
1046  pages =        "249--252",
1047  keywords =     "perspective, scan conversion",
1048}
1049
1050
1051@InProceedings{Williams78,
1052AUTHOR={Lance Williams},
1053TITLE={Casting Curved Shadows on Curved Surfaces},
1054booktitle={Computer Graphics (SIGGRAPH '78 Proceedings)},
1055MONTH={Aug.},
1056YEAR={1978},
1057PAGES={270-274},
1058}
1059
1060@InProceedings{Hoppe:98:LOD,
1061  pages =        "35--42",
1062  year =         "1998",
1063  title =        "Smooth View-Dependent Level-Of-Detail Control and its
1064                 Application to Terrain Rendering",
1065  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1998-124",
1066  author =       "Hugues Hoppe",
1067  language =     "en",
1068  abstract =     "The key to real-time rendering of large-scale surfaces
1069                 is to locally adapt surface geometric complexity to
1070                 changing view parameters. Several schemes have been
1071                 developed to address this problem of view-dependent
1072                 level-of-detail control. Among these, the
1073                 view-dependent progressive mesh (VDPM) framework
1074                 represents an arbitrary triangle mesh as a hierarchy of
1075                 geometrically optimized refinement transformations,
1076                 from which accurate approximating meshes can be
1077                 efficiently retrieved. In this paper we extend the
1078                 general VDPM framework to provide temporal coherence
1079                 through the runtime creation of geomorphs. These
1080                 geomorphs eliminate {"}popping{"} artifacts by smoothly
1081                 interpolating geometry. Their implementation requires
1082                 new output-sensitive data structures, which have the
1083                 added benefit of reducing memory use. We specialize the
1084                 VDPM framework to the important case of terrain
1085                 rendering. To handle huge terrain grids, we introduce a
1086                 block-based simplification scheme that constructs a
1087                 progressive mesh as a hierarchy of block refinements.
1088                 We demonstrate the need for an accurate approximation
1089                 metric during simplification. Our contributions are
1090                 highlighted in a real-time flyover of a large, rugged
1091                 terrain. Notably, the use of geomorphs results in
1092                 visually smooth rendering even at 72 frames/sec on a
1093                 graphics workstation.",
1094  organization = "IEEE",
1095  copyright =    "IEEE",
1096  booktitle =    "Proceedings IEEE Visualization'98",
1097}
1098
1099@InProceedings{Hoppe:1997:VDR,
1100  author =       "Hugues Hoppe",
1101  title =        "View-Dependent Refinement of Progressive Meshes",
1102  booktitle =    "SIGGRAPH 97 Conference Proceedings",
1103  editor =       "Turner Whitted",
1104  series =       "Annual Conference Series",
1105  year =         "1997",
1106  organization = "ACM SIGGRAPH",
1107  publisher =    "Addison Wesley",
1108  month =        aug,
1109  pages =        "189--198",
1110  note =         "ISBN 0-89791-896-7",
1111  keywords =     "mesh simplification, level-of-detail, multiresolution
1112                 representations, dynamic tessellation, shape
1113                 interpolation",
1114  annote =       "Level-of-detail (LOD) representations are an important
1115                 tool for real-time rendering of complex geometric
1116                 environments. The previously introduced progressive
1117                 mesh representation defines for an arbitrary triangle
1118                 mesh a sequence of approximating meshes optimized for
1119                 view-independent LOD. In this paper, we introduce a
1120                 framework for selectively refining an arbitrary
1121                 progressive mesh according to changing view parameters.
1122                 We define efficient refinement criteria based on the
1123                 view frustum, surface orientation, and screen-space
1124                 geometric error, and develop a real-time algorithmfor
1125                 incrementally refining and coarsening the mesh
1126                 according to these criteria. The algorithm exploits
1127                 view coherence, supports frame rate regulation, and is
1128                 found to require less than 15% of total frame time on a
1129                 graphics workstation. Moreover, for continuous motions
1130                 this work can be amortized over consecutive frames. In
1131                 addition, smooth visual transitions (geomorphs) can be
1132                 constructed between any two selectively refined meshes.
1133                 A number of previous schemes create view-dependent LOD
1134                 meshes for height fields (e.g. terrains) and parametric
1135                 surfaces (e.g. NURBS). Our framework also performs well
1136                 for these special cases. Notably, the absence of a
1137                 rigid subdivision structure allows more accurate
1138                 approximations than with existing schemes. We include
1139                 results for these cases as well as for general
1140                 meshes.",
1141}
1142
1143@InProceedings{Hoppe:1996:PM,
1144  author =       "Hugues Hoppe",
1145  title =        "Progressive Meshes",
1146  editor =       "Holly Rushmeier",
1147  series =       "Annual Conference Series",
1148  pages =        "99--108",
1149  booktitle =    "SIGGRAPH 96 Conference Proceedings",
1150  year =         "1996",
1151  organization = "ACM SIGGRAPH",
1152  publisher =    "Addison Wesley",
1153  month =        aug,
1154  note =         "held in New Orleans, Louisiana, 04-09 August 1996",
1155  annote =       "Highly detailed geometric models are rapidly becoming
1156                 commonplace in computer graphics. These models, often
1157                 represented as complex triangle meshes, challenge
1158                 rendering performance, transmission bandwidth, and
1159                 storage capacities. This paper introduces the
1160                 progressive mesh (PM) representation, a new scheme for
1161                 storing and transmitting arbitrary triangle meshes.
1162                 This efficient, lossless, continuous-resolution
1163                 representation addresses several practical problems in
1164                 graphics: smooth geomorphing of level-of-detail
1165                 approximations, progressive transmission, mesh
1166                 compression, and selective refinement. In addition, we
1167                 present a new mesh simplification procedure for
1168                 constructing a PM representation from an arbitrary
1169                 mesh. The goal of this optimization procedure is to
1170                 preserve not just the geometry of the original mesh,
1171                 but more importantly its overall appearance as defined
1172                 by its discrete and scalar appearance attributes such
1173                 as material identifiers, color values, normals, and
1174                 texture coordinates. We demonstrate construction of the
1175                 PM representation and its applications using several
1176                 practical models.",
1177}
1178
1179
1180@InProceedings{andujar:2000:HVS,
1181  author =       {Carlos And\'ujar, Carlos Saona-V\'azquez, Isabel Navazo and Pere Brunet},
1182  title =        {Integrating Occlusion Culling with Levels of Detail through Hardly-Visible Sets},
1183  booktitle = {Computer Graphics Forum (Proceedings of Eurographics 2000)},
1184  year =         {2000},
1185  volume = "19",
1186number="3",
1187pages="499--506",
1188}
1189
1190@InProceedings{downs:2001:I3DG,
1191  author =       "Laura Downs and Tomas M{\"o}ller and Carlo H.
1192                 S{\'e}quin",
1193  title =        "Occlusion Horizons for Driving through Urban Scenes",
1194  booktitle =    "Symposium on Interactive {3D} Graphics",
1195  year = "2001",
1196  organization = "ACM SIGGRAPH",
1197  pages =        "121--124",
1198}
1199
1200
1201@PhdThesis{zhang_phd,
1202  author =       {Hansong Zhang},
1203  title =        {Effective Occlusion Culling for the Interactive Display of Arbitrary Models},
1204  school =       {Department of Computer Science, UNC-Chapel Hill},
1205  year =         {1998},
1206}
1207
1208@PhdThesis{wonka_phd,
1209  author =       {Peter Wonka},
1210  title =        {Occlusion Culling for Real-Time Rendering of Urban Environments},
1211  school =       {Institute of Computer Graphics, Vienna University of Technology},
1212  year =         {2001},
1213}
1214
1215@TechReport{Schumacker69,
1216  author =       "R. A. Schumacker and R. Brand and M. Gilliland and W.
1217                 Sharp",
1218  title =        "Study for Applying Computer-Generated Images to Visual
1219                 Simulation",
1220  institution =  "U.S. Air Force Human Resources Laboratory",
1221  year =         "1969",
1222  number =       "AFHRL--TR--69--14",
1223}
1224
1225
1226@InProceedings{Carpenter:1984:BAH,
1227  author =       "Loren Carpenter",
1228  title =        "The {A}-buffer, an Antialiased Hidden Surface Method",
1229  pages =        "103--108",
1230  booktitle =    "Computer Graphics (SIGGRAPH '84 Proceedings)",
1231  volume =       "18",
1232  year =         "1984",
1233  month =        jul,
1234  editor =       "Hank Christiansen",
1235  conference =   "held in Minneapolis, Minnesota; 23--27 July 1984",
1236  keywords =     "z-buffer, a-buffer, antialiasing, I33 Anti-Aliasing,
1237                 I37 Hidden-Surface Removal",
1238  annote =       "Carpenter presents a method of constructing
1239                 antialiased images in a method which allows
1240                 transparency. If flavor, it is very similar to
1241                 z-buffer, but subsamples pixels and maintains coverage
1242                 masks to allow effective antialiasing.",
1243}
1244
1245
1246@InProceedings{Newell:1972:SHS,
1247  author =       "Martin E. Newell and R. G. Newell and T. L. Sancha",
1248  title =        "A Solution to the Hidden Surface Problem",
1249  year =         "1972",
1250  booktitle =    "Proceedings of ACM National Conference",
1251  keywords =     "hidden surface",
1252}
1253
1254@TechReport{Warnock:1969:HSA,
1255  author =       "J. Warnock",
1256  title =        "A Hidden-Surface Algorithm for Computer Generated
1257                 Half-Tone Pictures",
1258  number =       "TR 4--15, NTIS AD-733 671",
1259  year =         "1969",
1260  institution =  "University of Utah, Computer Science Department",
1261  keywords =     "visible",
1262}
1263
1264@InProceedings{Weiler:1977:HSR,
1265  author =       "Kevin Weiler and Peter Atherton",
1266  title =        "Hidden Surface Removal Using Polygon Area Sorting",
1267  booktitle =      "Computer Graphics (SIGGRAPH '77 Proceedings)",
1268  conference =   "held in San Jose, California; 20 -- 22 July 1977",
1269  month =        jul,
1270  year =         "1977",
1271  pages =        "214--222",
1272  keywords =     "hidden surface removal, hidden line removal",
1273}
1274
1275
1276@InProceedings{iones:1998:CGI,
1277  author =       "A. Iones and S. Zhukov and A. Krupkin",
1278  title =        "On Optimality of {OBBs} for Visibility Tests for
1279                 Frustum Culling, Ray Shooting and Collision Detection",
1280  pages =        "256--263",
1281  ISBN =         "0-8186-8445-3",
1282  editor =       "Franz-Erich Wolter and Nicholas M. Patrikalakis",
1283  booktitle =    "Proceedings of the Conference on Computer Graphics
1284                 International 1998 ({CGI}-98)",
1285  month =        jun # " ~22--26",
1286  publisher =    "IEEE Computer Society",
1287  address =      "Los Alamitos, California",
1288  year =         "1998",
1289}
1290
1291
1292@Article{Assarsson:2000:OVF,
1293  author =       "Ulf Assarsson and Tomas M{\"o}ller",
1294  title =        "Optimized View Frustum Culling Algorithms for Bounding
1295                 Boxes",
1296  journal =      "Journal of Graphics Tools: JGT",
1297  volume =       "5",
1298  number =       "1",
1299  pages =        "9--22",
1300  year =         "2000",
1301  coden =        "JGTOFD",
1302  ISSN =         "1086-7651",
1303  bibdate =      "Thu Oct 12 17:08:13 2000",
1304  url =          "http://www.acm.org/jgt/papers/AssarssonMoller00/",
1305  abstract =     "This paper presents optimizations for faster view
1306                 frustum culling (VFC) for axis-aligned bounding box
1307                 (AABB) and oriented bounding box (OBB) hierarchies. We
1308                 exploit frame-to-frame coherency by caching and by
1309                 comparing against previous distances and rotation
1310                 angles. By using an octant test, we potentially halve
1311                 the number of plane tests needed, and we also evaluate
1312                 masking, which is a well-known technique. The
1313                 optimizations can be used for arbitrary bounding
1314                 volumes, but we present only results for ABBs and OBBs.
1315                 In particular, we provide solutions which are 2-11
1316                 times faster than other VFC algorithms for AABBs and
1317                 OBBs, depending on the circumstances.",
1318  acknowledgement = ack-nhfb,
1319}
1320
1321@InProceedings{Wonka:1999:OSF,
1322  author =       "Peter Wonka and Dieter Schmalstieg",
1323  title =        "Occluder Shadows for Fast Walkthroughs of Urban
1324                 Environments",
1325  booktitle =      "Computer Graphics Forum (Proceedings of EUROGRAPHICS '99)",
1326  month =        sep,
1327  year =         "1999",
1328  optpublisher =    "Blackwell Publishers",
1329  pages =        "51--60",
1330  annote =       "This paper describes a new algorithm that employs
1331                 image-based rendering for fast occlusion culling in
1332                 complex urban environments. It exploits graphics
1333                 hardware to render and automatically combine a
1334                 relatively large set of occluders. The algorithm is
1335                 fast to calculate and therefore also useful for scenes
1336                 of moderate complexity and walkthroughs with over 20
1337                 frames per second. Occlusion is calculated dynamically
1338                 and does not rely on any visibility precalculation or
1339                 occluder preselection. Speed-ups of one order of
1340                 magnitude can be obtained.",
1341}
1342
1343@Book{Moller99-RTR,
1344  author =       "Tomas M{\"o}ller and Eric Haines",
1345  year =         "1999",
1346  title =        "Real-Time Rendering",
1347  publisher =    "A. K. Peters Limited",
1348}
1349
1350@InProceedings{Chrysanthou:1995:SVB,
1351  author =       "Yiorgos Chrysanthou and Mel Slater",
1352  title =        "Shadow Volume {BSP} Trees for Computation of Shadows
1353                 in Dynamic Scenes",
1354  editor =       "Pat Hanrahan and Jim Winget",
1355  pages =        "45--50", 
1356  booktitle =    "1995 Symposium on Interactive {3D} Graphics",
1357  year =         "1995",
1358  organization = "ACM SIGGRAPH",
1359  month =        apr,
1360  note =         "ISBN 0-89791-736-7",
1361}
1362
1363@ARTICLE{Crow77,
1364AUTHOR={Franklin C. Crow},
1365TITLE={Shadow Algorithms for Computer Graphics},
1366JOURNAL={Computer Graphics
1367(SIGGRAPH '77 Proceedings)},
1368VOLUME={11},
1369NUMBER={2},
1370MONTH={Summer},
1371YEAR={1977},
1372}
1373
1374
1375@InProceedings{GTHP99,
1376  author ="J\'erome Grasset and Olivier Terraz and Jean-Marc Hasenfratz and Dimitri Plemenos",
1377  title ="Accurate Scene Display by Using Visibility Maps",
1378  booktitle ="Spring Conference on Computer Graphics and its Applications",
1379  year ="1999",
1380  url ="http://www-imagis.imag.fr/Publications/1999/GTHP99"
1381}
1382
1383
1384@Unpublished{cdd_site,
1385  author =       {Komei Fukuda},
1386  title =        {Cdd home page},
1387  note =         {http://www.ifor.math.ethz.ch},
1388}
1389
1390%  note =        "http://www.ifor.math.ethz.ch/fukuda/cdd_home/cdd.html",
1391
1392@Unpublished{nvidia_site,
1393  author =       {NVIDIA corp.},
1394  title =        {Graphics hardware specifications.},
1395  note =         {http://www.nvidia.com},
1396}
1397
1398@Unpublished{ati_site,
1399  author =       {ATI corp.},
1400  title =        {Graphics hardware specifications.},
1401  note =         {http://www.ati.com},
1402}
1403
1404
1405%See remarks \cite{Pavlidis:1990:RCS,Wold:1990:RCS}.
1406@Article{Cook:1986:SSC,
1407  author =       "Robert L. Cook",
1408  title =        "Stochastic Sampling in Computer Graphics",
1409  journal =      "ACM Transactions on Graphics",
1410  volume =       "5",
1411  number =       "1",
1412  pages =        "51--72",
1413  month =        jan,
1414  year =         "1986",
1415  coden =        "ATGRDF",
1416  ISSN =         "0730-0301",
1417  bibdate =      "Thu Aug 25 23:39:28 1994",
1418  note =         "
1419                 Also in Tutorial: Computer Graphics: Image Synthesis,
1420                 Computer Society Press, Washington, 1988, pp.
1421                 283--304.",
1422  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/8927.html",
1423  acknowledgement = ack-nhfb,
1424  keywords =     "algorithms; antialiasing; depth of field; filtering;
1425                 image synthesis; Monte Carlo integration; motion blur;
1426                 raster graphics; ray tracing; stochastic sampling",
1427  review =       "ACM CR 8709-0784",
1428  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
1429                 GRAPHICS, Picture/Image Generation, Viewing algorithms.
1430                 {\bf G.3}: Mathematics of Computing, PROBABILITY AND
1431                 STATISTICS, Probabilistic algorithms (including Monte
1432                 Carlo).",
1433}
1434
1435
1436@ARTICLE{Cohen85,
1437AUTHOR={Michael F. Cohen and Donald P. Greenberg},
1438TITLE={The Hemi-Cube: A Radiosity Solution for Complex Environments},
1439JOURNAL={Computer Graphics
1440(SIGGRAPH '85 Proceedings)},
1441VOLUME={19},
1442NUMBER={3},
1443MONTH={July},
1444YEAR={1985},
1445PAGES={31-40},
1446KEYWORDS={shading, diffuse reflection},
1447}
1448
1449@Article{Sutherland:1974:CTH,
1450  author =       "Ivan E. Sutherland and Robert F. Sproull and Robert A.
1451                 Schumacker",
1452  title =        "A Characterization of Ten Hidden-Surface Algorithms",
1453  journal =      "ACM Computing Surveys",
1454  volume =       "6",
1455  number =       "1",
1456  pages =        "1--55",
1457  month =        mar,
1458  year =         "1974",
1459  coden =        "CMSVAN",
1460  ISSN =         "0010-4892",
1461  bibdate =      "Mon Sep 26 21:02:43 1994",
1462  annote =       "A classic paper; describes all the major hidden
1463                 surface algorithms of the time, and gives a
1464                 classification scheme.",
1465  keywords =     "parallel processing; survey; visible surfaces",
1466}
1467
1468
1469@Article{Cohen:2002:survey,
1470  author =       "D. Cohen-Or and Y. Chrysanthou and C. Silva and F. Durand",
1471  title =        " A Survey of Visibility for Walkthrough Applications",
1472  year =         "2003",
1473  journal =      "IEEE Transactions on Visualization and Computer Graphics",
1474  volume = "9",
1475  number = "3",
1476  pages = "412--431"
1477}
1478%  note = "Also available as http://www.cs.ucy.ac.cy/\~yiorgos/publications/survey_draft.pdf",
1479
1480@InProceedings{Whitted:1979:IIM,
1481  author =       "T. Whitted",
1482  title =        "An improved illumination model for shaded display",
1483  pages =        "1--14",
1484  booktitle =      "Computer Graphics (Special SIGGRAPH '79 Issue)",
1485  volume =       "13",
1486  number =       "3",
1487  year =         "1979",
1488  month =        aug,
1489  keywords =     "algorithmic aspects, shading, animation/dynamic
1490                 graphics, shaded images, raster graphics",
1491}
1492
1493
1494@Book{Szirmay-Kalos:1995a,
1495  author =       "L{\'a}szl{\'o} {Szirmay-Kalos ed.} and G{\'a}bor
1496                 M{\'a}rton and B. Dobos and T. Horv{\'a}th and P.
1497                 Risztics and E. Kov{\'a}cs",
1498  title =        "Theory of Three-Dimensional Computer Graphics",
1499  note =         "English revision by Ian A. Stroud",
1500  publisher =    "Akad{\'e}miai Kiad{\'o}",
1501  address =      "Budapest, Hungary",
1502  month =        sep,
1503  year =         "1995",
1504  series =       "Technical Sciences: Advances in Electronics",
1505  volume =       "13",
1506  ISBN =         "963-05-6911-6",
1507  library =      "Uni of Newcastle, Auchmuty Library - 006.6 SZIR",
1508  citedby =      "\cite{00000192}",
1509}
1510
1511
1512@InProceedings{Catmull:1975:CDC,
1513  author =       "Edwin E. Catmull",
1514  title =        "Computer Display of Curved Surfaces",
1515  booktitle =    "Proceedings of the IEEE Conference on Computer
1516                 Graphics, Pattern Recognition, and Data Structure",
1517  pages =        "11--17",
1518  year =         "1975",
1519  month =        may,
1520  conference =   "held in Los Angeles; 14-16 May 1975",
1521  keywords =     "curves and surfaces, design and modeling, graphics,
1522                 algorithms",
1523}
1524
1525@Book{Weisstein:1999:CCE,
1526  author =       "Eric W. Weisstein",
1527  title =        "The {CRC} Concise Encyclopedia of Mathematics",
1528  publisher =    "CRC Press",
1529  address =      "2000 N.W. Corporate Blvd., Boca Raton, FL 33431-9868,
1530                 USA",
1531  pages =        "1969",
1532  year =         "1999",
1533  ISBN =         "0-8493-9640-9",
1534  LCCN =         "QA5.W45 1999",
1535  bibdate =      "Tue Apr 13 06:58:01 1999",
1536  price =        "US\$79.95",
1537  acknowledgement = ack-mg,
1538  annote =       "From Michel Goossens: ``This is a marvelous book for
1539                 all (of us) who like mathematics. It might be
1540                 interesting to note the quote from the start of the
1541                 Acknowledgements, where the author spends a whole
1542                 paragraph thanking Knuth for inventing \TeX{} (he
1543                 started his book some ten years ago in Word \ldots{}),
1544                 without which he could never have published his book.
1545                 He also thanks Trevorrow (for Oz\TeX) and Drakos and
1546                 Ross (for \LaTeX2HTML). His whole book is on the Web
1547                 (with {\tt l2h})
1548                 \path=http://www.astro.virginia.edu/~eww6n/math/=
1549                 (Eric's Treasure Troves of Science), although often the
1550                 site is unavailable due to the many downlaod
1551                 requests.''",
1552}
1553
1554@InProceedings{EVL-2001-66,
1555  year =         "2001",
1556  title =        "Searching Triangle Strips Guided by Simplification
1557                 Criterion",
1558  author =       "O. Belmonte and J. Ribelles and I. Remolar and M.
1559                 Chover",
1560  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-66",
1561  abstract =     "Triangle strips are widely used as a method to
1562                 accelerate the visualisation process of polygon models
1563                 in interactive graphics applications. Another widely
1564                 used method to improve drawing speed is the utilisation
1565                 of multiresolution models. These models are constructed
1566                 based on simplification algorithms. None of the current
1567                 algorithms for searching strips contemplates the
1568                 posterior simplification of the initial model. In this
1569                 paper an algorithm for searching strips is presented.
1570                 The triangles forming a strip are selected based on a
1571                 simplification criterion according to the average
1572                 quadratic error associated with the contraction of
1573                 edges so that the model is simplified. In this manner
1574                 the strips encountered are conserved as the model is
1575                 being simplified. The strips generated in this way may
1576                 be used to draw the polygon model in an incremental
1577                 form or to transmit it progressively within a computer
1578                 network.",
1579  editor =       "V. Skala",
1580  keywords =     "Triangle strip searching, interactive visualisation,
1581                 simplification algorithms, multiresolution models.",
1582  booktitle =    "WSCG 2001 Conference Proceedings",
1583}
1584
1585
1586@InProceedings{EVL-2001-262,
1587  pages =        "91--100",
1588  year =         "2001",
1589  title =        "Tunneling for Triangle Strips in Continuous
1590                 Level-of-Detail Meshes",
1591  author =       "A. James Stewart",
1592  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-262",
1593  abstract =     "This paper describes a method of building and
1594                 maintaining a good set of triangle strips for both
1595                 static and continuous level-of-detail (CLOD) meshes.
1596                 For static meshes, the strips are better than those
1597                 computed by the classic SGI and STRIPE algorithms. For
1598                 CLOD meshes, the strips are maintained incrementally as
1599                 the mesh topology changes. The incremental changes are
1600                 fast and the number of strips is kept very small.",
1601  editor =       "B. Watson and J. W. Buchanan",
1602  booktitle =    "Proceedings of Graphics Interface",
1603}
1604
1605
1606@InProceedings{EVL-1996-290,
1607  pages =        "319--326",
1608  year =         "1996",
1609  title =        "Optimizing Triangle Strips for Fast Rendering",
1610  author =       "Francine Evans and Steven S. Skiena and Amitabh
1611                 Varshney",
1612  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1996-290",
1613  abstract =     "Almost all scientific visualization involving surfaces
1614                 is currently do ne via triangles. The speed at which
1615                 such triangulated surfaces can be displayed is crucial
1616                 to interactive visualization and is bounded by the rate
1617                 at which triangulated data can be sent to the graphics
1618                 subsystem for rendering. Partitioning polygonal models
1619                 into triangle strips can significantly reduce rendering
1620                 times over transmitting each triangle individually. In
1621                 this paper, we present new and efficient algorithms for
1622                 constructing triangle strips from partially
1623                 triangulated models, and experimental results showing
1624                 these strips are 10--30\% better than those from
1625                 previous codes. Further, we study the impact of larger
1626                 buffer sizes and various queuing disciplines on the
1627                 effectiveness of triangle strips.",
1628  organization = "IEEE",
1629  editor =       "Roni Yagel and Gregory M. Nielson",
1630  booktitle =    "IEEE Visualization '96",
1631}
1632
1633
1634@TechReport{ESV_triangle96,
1635  author =       {F. Evans and S. Skiena and A. Varshney},
1636  title =        {Completing sequential triangulations is hard},
1637  institution =  {Dept. of Computer Science, State University of New York at Stony Brook},
1638  year =         {1996},
1639}
1640
1641
1642
1643@Article{Jones:1971:NAL,
1644  author =       "C. B. Jones",
1645  title =        "A New Approach to the `Hidden Line' Problem",
1646  year =         "1971",
1647  month =        aug,
1648  journal =      "Computer Journal",
1649  volume =       "14",
1650  number =       "3",
1651  pages =        "232--237",
1652  keywords =     "hidden surface",
1653}
1654
1655@InProceedings{Durand_CVPUEP2000,
1656  author =       "Fr{\Ž{e}}do Durand and George Drettakis and Jo{\"e}lle
1657                 Thollot and Claude Puech",
1658  title =        "Conservative Visibility Preprocessing Using Extended
1659                 Projections",
1660  pages =        "239--248",
1661  editor =       "Sheila Hoffmeyer",
1662  booktitle =    "Proceedings of the Computer Graphics Conference 2000
1663                 ({SIGGRAPH}-00)",
1664  month =        jul # " ~23--28",
1665  publisher =    "ACMPress",
1666  address =      "New York",
1667  year =         "2000",
1668}
1669
1670
1671@InProceedings{Hudson97,
1672author =       "T. Hudson and D. Manocha and J. Cohen and M. Lin and K. Hoff and H. Zhang",
1673title =        "Accelerated Occlusion Culling using Shadow Frusta",
1674year =         "1997",
1675booktitle =    "Proceedings of the Thirteenth ACM Symposium on
1676                  Computational Geometry",
1677 pages =        "1--10",
1678 publisher =    "ACM Press"
1679
1680}
1681
1682
1683
1684@InProceedings{Greene:1996:HPT,
1685author =       "Ned Greene",
1686title =        "Hierarchical Polygon Tiling with Coverage Masks",
1687pages =        "65--74",
1688booktitle =    "Proceedings of SIGGRAPH '96",
1689year =         "1996",
1690month =        aug,
1691abstract =     "We present a novel polygon tiling algorithm in which
1692recursive subdivision of image space is driven by
1693coverage masks that classify a convex
1694polygon as
1695inside, outside, or intersecting cells in an image
1696hierarchy. This approach permits Warnock-style
1697subdivision with its
1698logarithmic search properties to
1699be driven very efficiently by bit-mask operations. The
1700resulting hierarchical polygon tiling algorithm
1701performs subdivision and
1702visibility computations very
1703rapidly while only visiting cells in the image
1704hierarchy that are crossed by visible
1705edges in the
1706output image. Visible samples are never overwritten. At
1707512x512 resolution, the algorithm tiles as
1708rapidly as
1709traditional incremental scan conversion, and at high
1710resolution (e.g. 4096x4096) it is much
1711faster, making
1712it well suited to antialiasing by oversampling and
1713filtering. For densely occluded scenes, we combine
1714hierarchical tiling with
1715the {\"h}ierarchical
1716visibility{\" }algorithm to enable hierarchical
1717object-space culling. When we tested this combination
1718on a densely occluded
1719model, it computed visibility on
1720a 4096x4096 grid as rapidly as hierarchical z-buffering
1721tiled a 512x512 grid, and it effectively antialiased
1722scenes containing
1723hundreds of thousands of visible
1724polygons. The algorithm requires strict front-to-back
1725traversal of polygons, so we represent a
1726scene as a BSP
1727tree or as an octree of BSP trees. When maintaining
1728depth order of polygons is not convenient,
1729we combine
1730hierarchical tiling with hierarchical z-buffering,
1731resorting to z-buffering only in regions
1732of the screen
1733where the closest object is not encountered first.",
1734}
1735
1736@InProceedings{thibault87a,
1737author =       "William C. Thibault and Bruce F. Naylor",
1738title =        "Set Operations on Polyhedra Using Binary Space
1739Partitioning Trees",
1740pages =        "153--162",
1741booktitle =      "Proceedings of SIGGRAPH '87",
1742volume =       "21",
1743year =         "1987",
1744month =        jul,
1745keywords =     "polyhedra, set operations, geometric modeling,
1746geometric search, point location",
1747}
1748
1749
1750
1751
1752
1753@Article{Plantinga85,
1754author =       "W. H. Plantinga and C. R. Dyer",
1755title =        "An Algorithm for Constructing the Aspect Graph",
1756journal =      "CS TR",
1757volume =       "627",
1758publisher =    "UNIV of Wisconsin --- Madison",
1759month =        dec,
1760year =         "1985",
1761}
1762
1763@InProceedings{Crawford85,
1764author =       "C. G. Crawford",
1765title =        "Aspect Graphs and Robot Vision",
1766year =         "1985",
1767booktitle =    "Proceedings, {CVPR} '85 ({IEEE} Computer Society
1768Conference on Computer Vision and Pattern Recognition,
1769San Francisco, {CA},
1770June 10--13, 1985)",
1771publisher =    "IEEE",
1772organization = "IEEE",
1773series =       "IEEE Publ. 85CH2145-1.",
1774institution =  "USNA",
1775pages =        "382--384",
1776keywords =     "IMAGE PART FORM, LARGE DIMENSIONALITY",
1777}
1778
1779@Article{PLA90,
1780author =       "H. Plantinga and C. Dyer",
1781title =        "Visibility, Occlusion, and the Aspect Graph",
1782journal =      "International Journal of Computer Vision",
1783volume =       "5",
1784number =       "2",
1785year =         "1990",
1786pages =        "137--160",
1787}
1788
1789@InProceedings{FOCS86*123,
1790author =       "W. H. Plantinga and C. R. Dyer",
1791title =        "An Algorithm for Constructing the Aspect Graph",
1792pages =        "123--131",
1793booktitle =    "27th Annual Symposium on Foundations of Computer
1794Science",
1795ISBN =         "0-8186-0740-8",
1796month =        oct,
1797publisher =    "IEEE Computer Society Press",
1798address =      "Los Angeles, Ca., USA",
1799year =         "1986",
1800}
1801
1802@InProceedings{egger92,
1803title =        "The scale space aspect graph",
1804author =       "D. W. Eggert and K. W.
1805Bowyer and C. R. Dyer and H. I.
1806Christensen and D. B. Goldgof",
1807booktitle =    "Proceedings. 1992 IEEE Computer Society
1808Conference on
1809Computer Vision and Pattern Recognition (Cat.
1810No.92CH3168-2)",
1811pages =        "335--40",
1812publisher =    "IEEE Comput. Soc.
1813Press Los Alamitos, CA, USA",
1814year =         "1992",
1815organization = "IEEE",
1816}
1817
1818@Article{EggertDavi1993a,
1819author =       "David W. Eggert and Kevin W. Bowyer and Charles R.
1820Dyer and Henrik I. Christensen and Dmitry B. Goldgof",
1821journal =      "Pattern Analysis and Machine Intelligence",
1822title =        "The Scale Space Aspect Graph",
1823year =         "1993",
1824document-size = "359.5 kbytes",
1825url =
1826"ftp://ftp.cs.wisc.edu/computer-vision/pami93-eggert.ps.Z",
1827month =        nov,
1828number =       "11",
1829pages =        "1114--1130",
1830volume =       "15",
1831scope =        "model",
1832}
1833
1834@TechReport{MIT-LCS//MIT/LCS/TR-612,
1835author =       "S. Teng",
1836title =        "Combinational Aspects of Geometric Graphs",
1837institution =  "Massachusetts Institute of Technology,
1838Laboratory for
1839Computer Science",
1840type =         "Technical Report",
1841number =       "MIT-LCS//MIT/LCS/TR-612",
1842pages =        "13",
1843month =        may,
1844year =         "1994",
1845abstract =     "As a special case of our main
1846result, we show that for
1847all L$>$0, each k-nearest neighborhood graph in d
1848dimensions excludes Kh as a depth in L
1849minor if h=W
1850(Ld-1). More generally, we prove that the overlap
1851graphs defined by Miller, Teng, Thurston
1852and Vavais
1853[18] have this combinatorial property. By a
1854construction of Plotkin, Rao and Smith
1855[23], our result
1856implies that overlap graphs have {"}good{"} cut-covers,
1857answering an open question of Kaklamanis,
1858Krizanc and
1859Rao [12]. Consequently, overlap graphs can be emulated
1860on hypercube graphs with a constant factor
1861of slow down
1862and on butterfly graphs with a factor of O(log*n) slow
1863down. Therefore, computations on overlap
1864graphs, such
1865as finite-element and finite-difference methods on
1866{"}well-conditioned{"} meshes and image
1867processing on
1868k- nearest neighborhood graphs, can be performed on
1869hypercubic parallel machines with linear
1870speed-up. Our
1871result, in conjunction with a result of Plotkin, Rao
1872and Smith, also yields a combinatorial
1873proof to that
1874overlap graphs have separators of sublinear size. We
1875also show that with high probability, the Delaunay
1876diagram, the relative
1877neighborhood graph and the
1878k-nearest neighborhood graph of a random point set
1879exclude Kh as a depth L minor if h=W(L d/2
1880log n).",
1881note =         "Cost is \$12.",
1882}
1883
1884
1885
1886
1887@Book{Heckbert94-GGF,
1888  editor =       "Paul Heckbert",
1889  year =         "1994",
1890  title =        "Graphics {Gems} {IV}",
1891  publisher =    "Academic Press Professional",
1892  address =      "Boston, MA",
1893  keywords =     "Delaunay triangulation, finite elements, meshing,
1894                 pixel luminance scaling",
1895  comments =     "includes useful C and C++ code related to radiosity
1896                 algorithms (Delaunay triangulation and pixel luminance
1897                 scaling)",
1898}
1899
1900
1901@InCollection{Greene:1994:DIR,
1902  author =       "Ned Greene",
1903  booktitle =    "Graphics Gems IV",
1904  title =        "Detecting Intersection of a Rectangular Solid and a
1905                 Convex Polyhedron",
1906  publisher =    "Academic Press",
1907  address =      "Boston",
1908  pages =        "74--82",
1909  year =         "1994",
1910  keywords =     "collision detection, octree, computational geometry",
1911  summary =      "Presents an optimized technique to test for
1912                 intersection between a convex polyhedron and a box.
1913                 This is useful when comparing bounding boxes against a
1914                 viewing frustum in a rendering program, for instance.
1915                 Contains pseudocode.",
1916}
1917
1918@InProceedings{Chen:1996:FPA,
1919  author =       "{Han-Ming} Chen and {Wen-Teng} Wang",
1920  title =        "The Feudal Priority Algorithm on Hidden-Surface
1921                 Removal",
1922  pages =        "55--64",
1923  booktitle =    "Proceedings of SIGGRAPH '96",
1924  year =         "1996",
1925  month =        aug,
1926  abstract =     "Development of a real-time shaded rendering approach
1927                 for a frequently changing viewpoint or view vector is
1928                 very important in the simulation of 3-D objects in
1929                 Computer-Aided Design. A new approach is proposed in
1930                 this paper to meet this demand in a very efficient
1931                 manner. A pre-processing phase, in which a feudal
1932                 priority tree is established for all polygons of an
1933                 object, and a post-processing phase, in which a
1934                 rendering priority list is searched for from the feudal
1935                 priority tree for a new viewpoint or view vector, are
1936                 included in our approach. The most time-consuming work
1937                 is finished in the pre-processing phase which only has
1938                 to be executed once for an object, and the relatively
1939                 simple task is left to the post-processing phase, which
1940                 is repeated when the viewpoint or view vector is
1941                 changed. For the pre-processing phase, a static version
1942                 and a dynamic version are proposed in this paper. The
1943                 one-way priority relations of all polygons are computed
1944                 in the former part of the dynamic pre-processing in a
1945                 more efficient way than that in the static
1946                 pre-processing, but the latter part of the dynamic
1947                 pre-processing is still based on the static
1948                 pre-processing. A new concept of {\"a}bsolute
1949                 priority{\" }is introduced to systematically reduce the
1950                 polygons in which a separating plane is to be searched
1951                 for so the probability of finding the separating plane
1952                 is much increased. This is the basis to implement
1953                 another important concept of {\"s}eparating before
1954                 splitting{\" }by which the polygon splittings are much
1955                 reduced. Hence the efficiency in the pre-processing and
1956                 the post-processing phases is highly increased.",
1957}
1958
1959
1960
1961
1962
1963
1964@InProceedings{Zhang97,
1965  title =        "Visibility Culling Using Hierarchical Occlusion Maps",
1966  language =     "en",
1967  month =        aug,
1968  editor =       "Turner Whitted",
1969  series =       "Annual Conference Series",
1970  booktitle =    "SIGGRAPH 97 Conference Proceedings",
1971  publisher =    "Addison Wesley",
1972  pages =        "77--88",
1973  year =         "1997",
1974  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1997-147",
1975  author =       "Hansong Zhang and Dinesh Manocha and Thomas Hudson and
1976                 Kenneth E. {Hoff III}",
1977  abstract =     "We present hierarchical occlusion maps (HOM) for
1978                 visibility culling on complex models with high depth
1979                 complexity. The culling algorithm uses an object space
1980                 bounding volume hierarchy and a hierarchy of image
1981                 space occlusion maps. Occlusion maps represent the
1982                 aggregate of projections of the occluders onto the
1983                 image plane. For each frame, the algorithm selects a
1984                 small set of objects from the model as occluders and
1985                 renders them to form an initial occlusion map, from
1986                 which a hierarchy of occlusion maps is built. The
1987                 occlusion maps are used to cull away a portion of the
1988                 model not visible from the current viewpoint. The
1989                 algorithm is applicable to all models and makes no
1990                 assumptions about the size, shape, or type of
1991                 occluders. It supports approximate culling in which
1992                 small holes in or among occluders can be ignored. The
1993                 algorithm has been implemented on current graphics
1994                 systems and has been applied to large models composed
1995                 of hundreds of thousands of polygons. In practice, it
1996                 achieves significant speedup in interactive
1997                 walkthroughs of models with high depth complexity.",
1998  organization = "ACM SIGGRAPH",
1999  note =         "ISBN 0-89791-896-7",
2000  keywords =     "visibility culling, interactive display, image
2001                 pyramid, occlusion culling, hierarchical data
2002                 structures",
2003}
2004
2005
2006@PhdThesis{Durand99-phd,
2007  author =       "Fr{\'{e}}do Durand",
2008  month =        jul,
2009  year =         "1999",
2010  title =        "3{D} Visibility: Analytical Study and Applications",
2011  address =      "Grenoble, France",
2012  school =       "Universite Joseph Fourier",
2013}
2014
2015
2016@InProceedings{EVL-2000-60,
2017  pages =        "239--248",
2018  year =         "2000",
2019  title =        "Conservative Visibility Preprocessing Using Extended
2020                 Projections",
2021  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-60",
2022  author =       "Fr{\'{e}}do Durand and George Drettakis and
2023                 Jo{\"{e}}lle Thollot and Claude Puech",
2024  abstract =     "Visualization of very complex scenes can be
2025                 significantly accelerated using occlusion culling. In
2026                 this paper we present a visibility preprocessing method
2027                 which efficiently computes potentially visible geometry
2028                 for volumetric viewing cells. We introduce novel
2029                 extended projection operators, which permits efficient
2030                 and conservative occlusion culling with respect to all
2031                 viewpoints within a cell, and takes into account the
2032                 combined occlusion effect of multiple occluders. We use
2033                 extended projection of occluders onto a set of
2034                 projection planes to create extended occlusion maps; we
2035                 show how to efficiently test occludees against these
2036                 occlusion maps to determine occlusion with respect to
2037                 the entire cell. We also present an improved projection
2038                 operator for certain specific but important
2039                 configurations. An important advantage of our approach
2040                 is that we can re-project extended projections onto a
2041                 series of projection planes (via an occlusion sweep),
2042                 and accumulate occlusion information from multiple
2043                 blockers. This new approach allows the creation of
2044                 effective occlusion maps for previously hard-to-treat
2045                 scenes such as leaves of trees in a forest. Graphics
2046                 hardware is used to accelerate both the extended
2047                 projection and reprojection operations. We present a
2048                 complete implementation demonstrating significant
2049                 speedup with respect to view-frustum culling only,
2050                 without the computational overhead of on-line occlusion
2051                 culling",
2052  keywords =     "Occlusion culling, visibility determination, PVS",
2053  booktitle =    "Computer Graphics (Proceedings of SIGGRAPH 2000)",
2054}
2055
2056@InProceedings{scg97*421,
2057  author =       "S. Rivi{\`e}re",
2058  title =        "Dynamic visibility in polygonal scenes with the
2059                 visibility complex",
2060  pages =        "421--423",
2061  ISBN =         "0-89791-878-9",
2062  booktitle =    "Proceedings of the 13th International Annual Symposium
2063                 on Computational Geometry ({SCG}-97)",
2064  month =        jun # "~4--6",
2065  publisher =    "ACM Press",
2066  address =      "New York",
2067  year =         "1997",
2068}
2069
2070@InProceedings{SWAT::Vegter1990,
2071  title =        "The Visibility Diagram: a Data Structure for
2072                 Visibility Problems and Motion Planning",
2073  author =       "Gert Vegter",
2074  booktitle =    "{SWAT} 90, 2nd Scandinavian Workshop on Algorithm
2075                 Theory",
2076  year =         "1990",
2077  series =       "Lecture Notes in Computer Science",
2078  volume =       "447",
2079  publisher =    "Springer",
2080  pages =        "97--110",
2081}
2082
2083@Article{Welzl:1985:CVG,
2084  author =       "Emo Welzl",
2085  title =        "Constructing the Visibility Graph for $n$-Line
2086                 Segments in ${O}(n^2)$ Time",
2087  journal =      "Information Processing Letters",
2088  volume =       "20",
2089  number =       "4",
2090  pages =        "167--171",
2091  day =          "10",
2092  month =        may,
2093  year =         "1985",
2094  coden =        "IFPLAT",
2095  ISSN =         "0020-0190",
2096  mrclass =      "68U05",
2097  mrnumber =     "86m:68135",
2098  bibdate =      "Wed Nov 11 12:16:26 MST 1998",
2099  acknowledgement = ack-nhfb,
2100  affiliation =  "Leiden State Univ, Inst of Applied Mathematics \&
2101                 Computer Science, Leiden, Neth",
2102  affiliationaddress = "Leiden State Univ, Inst of Applied Mathematics
2103                 \& Computer Science, Leiden, Neth",
2104  classification = "723; 921; C1160 (Combinatorial mathematics); C4190
2105                 (Other numerical methods)",
2106  corpsource =   "Inst. for Inf. Proc., Tech. Univ. of Graz, Austria",
2107  journalabr =   "Inf Process Lett",
2108  keywords =     "computational geometry; computer programming ---
2109                 Algorithms; Graph Theory; graph theory; line segments;
2110                 mathematical techniques; n-line segments;
2111                 nontransparent obstacles; O(n/sup 2/) time; shortest
2112                 path; undirected graph; visibility graph",
2113  pubcountry =   "Netherlands A01",
2114  treatment =    "T Theoretical or Mathematical",
2115}
2116
2117@InProceedings{EVL-2000-59,
2118  pages =        "229--238",
2119  year =         "2000",
2120  title =        "Conservative Volumetric Visibility with Occluder
2121                 Fusion",
2122  author =       "Gernot Schaufler and Julie Dorsey and Xavier Decoret
2123                 and Fran{\c{c}}ois X. Sillion",
2124  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-59",
2125  abstract =     "Visibility determination is a key requirement in a
2126                 wide range of graphics algorithms. This paper
2127                 introduces a new approach to the computation of volume
2128                 visibility, the detection of occluded portions of space
2129                 as seen from a given region. The method is conservative
2130                 and classifies regions as occluded only when they are
2131                 guaranteed to be invisible. It operates on a discrete
2132                 representation of space and uses the opaque interior of
2133                 objects as occluders. This choice of occluders
2134                 facilitates their extension into adjacent opaque
2135                 regions of space, in essence maximizing their size and
2136                 impact. Our method efficiently detects and represents
2137                 the regions of space hidden by such occluders. It is
2138                 the first one to use the property that occluders can
2139                 also be extended into empty space provided this space
2140                 is itself occluded from the viewing volume. This proves
2141                 extremely effective for computing the occlusion by a
2142                 set of occluders, effectively realizing occluder
2143                 fusion. An auxiliary data structure represents
2144                 occlusion in the scene and can then be queried to
2145                 answer volume visibility questions. We demonstrate the
2146                 applicability to visibility preprocessing for real-time
2147                 walkthroughs and to shadow-ray acceleration for
2148                 extended light sources in ray tracing, with significant
2149                 acceleration in both cases.",
2150  booktitle =    "Computer Graphics (Proceedings of SIGGRAPH 2000)",
2151}
2152
2153@Book{Stolfi:1991:OPG,
2154  author =       "J. Stolfi",
2155  title =        "Oriented Projective Geometry: {A} Framework for
2156                 Geometric Computations",
2157  publisher =    "Academic Press",
2158  year =         "1991",
2159}
2160
2161
2162@InProceedings{wonka00,
2163  pages =        "71--82",
2164  year =         "2000",
2165  title =        "Visibility Preprocessing with Occluder Fusion for Urban
2166Walkthroughs",
2167  author =       "Peter Wonka and Michael Wimmer and Dieter Schmalstieg",
2168  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
2169}
2170
2171
2172@InProceedings{koltun00,
2173  year =         "2000",
2174  title =        "Virtual Occluders:
2175An Efficient Intermediate PVS Representation",
2176  author =       "Vladlen Koltun and Yiorgos Chrysanthou and Daniel Cohen-Or",
2177  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
2178}
2179
2180
2181@Article{Cho:1999:IRT,
2182  author =       "Franklin S. Cho and David Forsyth",
2183  title =        "Interactive ray tracing with the visibility complex",
2184  journal =      "Computers and Graphics",
2185  volume =       "23",
2186  number =       "5",
2187  pages =        "703--717",
2188  month =        oct,
2189  year =         "1999",
2190  coden =        "COGRD2",
2191  ISSN =         "0097-8493",
2192  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
2193  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/34/abstract.html;  http://www.elsevier.nl/gej-ng/10/13/20/24/32/34/article.pdf",
2194  acknowledgement = ack-nhfb,
2195}
2196
2197
2198@InProceedings{koltun01,
2199  year =         "2001",
2200  title =        "Hardware-Accelerated From-Region Visibility Using a Dual Ray Space",
2201  author =       "Vladlen Koltun and Yiorgos Chrysanthou and Daniel Cohen-Or",
2202  booktitle =    "Proceedings of the 12th EUROGRAPHICS Workshop on Rendering",
2203}
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