1 | @TechReport{Hillesland02, |
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2 | author = "Karl Hillesland and Brian Salomon and Anselmo Lastra |
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3 | and Dinesh Manocha", |
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4 | title = "Fast and Simple Occlusion Culling Using Hardware-Based |
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5 | Depth Queries", |
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6 | institution = "Department of Computer Science, University of North |
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7 | Carolina - Chapel Hill", |
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8 | number = "TR02-039", |
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9 | month = sep # " 12", |
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10 | year = "2002", |
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11 | URL = "ftp://ftp.cs.unc.edu/pub/publications/techreports/02-039.pdf", |
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12 | } |
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13 | |
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14 | @Article{Staneker:2004:OCO, |
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15 | author = "Dirk Staneker and Dirk Bartz and Wolfgang |
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16 | Stra{\ss}er", |
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17 | title = "Occlusion Culling in {OpenSG PLUS}", |
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18 | journal = "Computers and Graphics", |
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19 | volume = "28", |
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20 | number = "1", |
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21 | pages = "87--92", |
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22 | month = feb, |
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23 | year = "2004", |
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24 | CODEN = "COGRD2", |
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25 | ISSN = "0097-8493", |
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26 | bibdate = "Tue Jan 27 12:04:28 MST 2004", |
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27 | acknowledgement = ack-nhfb, |
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28 | } |
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29 | |
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30 | |
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31 | @InProceedings{Meissner01, |
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32 | author = "Michael Meissner and Dirk Bartz and Gordon Mueller and |
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33 | Tobias Huettner and Jens Einighammer", |
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34 | title = "Generation of Decomposition Hierarchies for Efficient |
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35 | Occlusion Culling of Large Polygonal Models", |
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36 | pages = "225--232", |
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37 | booktitle = "Proceedings of the Vision Modeling and Visualization |
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38 | Conference 2001", |
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39 | month = nov # " ~21--23", |
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40 | year = "2001", |
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41 | } |
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42 | |
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43 | |
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44 | @Article{Scott:1998:OVF, |
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45 | author = "N. D. Scott and D. M. Olsen and E. W. Gannett", |
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46 | title = "An Overview of the {VISUALIZE fx} Graphics Accelerator |
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47 | Hardware", |
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48 | journal = "Hew\-lett-Pack\-ard Journal: technical information |
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49 | from the laboratories of Hew\-lett-Pack\-ard Company", |
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50 | volume = "49", |
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51 | number = "2", |
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52 | pages = "28--34", |
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53 | month = may, |
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54 | year = "1998", |
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55 | CODEN = "HPJOAX", |
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56 | ISSN = "0018-1153", |
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57 | bibdate = "Thu Nov 5 16:08:50 MST 1998", |
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58 | URL = "http://www.hp.com/hpj/98may/tc-05-98.htm", |
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59 | acknowledgement = ack-nhfb, |
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60 | } |
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61 | |
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62 | @Article{Leyvand:2003:RSF, |
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63 | author = "Tommer Leyvand and Olga Sorkine and Daniel Cohen-Or", |
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64 | title = "Ray space factorization for from-region visibility", |
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65 | journal = "ACM Transactions on Graphics (Proceedings of SIGGRAPH '03)", |
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66 | volume = "22", |
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67 | number = "3", |
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68 | pages = "595--604", |
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69 | month = jul, |
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70 | year = "2003", |
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71 | } |
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72 | |
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73 | @InProceedings{Chrysanthou:97, |
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74 | author = "M. Slater and Y. Chrysanthou", |
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75 | title = "View Volume Culling Using a Probabilistic Caching |
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76 | Scheme", |
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77 | pages = "71--78", |
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78 | booktitle = "Proceedings of the {ACM} Symposium on Virtual Reality |
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79 | Software and Technology ({VRST}'97)", |
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80 | optmonth = sep # "15--17~", |
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81 | publisher = "ACM Press", |
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82 | optaddress = "New York", |
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83 | year = "1997", |
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84 | } |
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85 | |
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86 | @InProceedings{stamminger02, |
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87 | pages = "557--562", |
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88 | year = "2002", |
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89 | title = "Perspective Shadow Maps", |
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90 | author = "Marc Stamminger and George Drettakis", |
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91 | abstract = "Shadow maps are probably the most widely used means |
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92 | for the generation of shadows, despite their well known |
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93 | aliasing problems. In this paper we introduce |
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94 | perspective shadow maps, which are generated in |
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95 | normalized device coordinate space, i.e., after |
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96 | perspective transformation. This results in important |
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97 | reduction of shadow map aliasing with almost no |
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98 | overhead. We correctly treat light source |
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99 | transformations and show how to include all objects |
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100 | which cast shadows in the transformed space. |
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101 | Perspective shadow maps can directly replace standard |
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102 | shadow maps for interactive hardware accelerated |
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103 | rendering as well as in high-quality, offline |
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104 | renderers.", |
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105 | keywords = "Frame Buffer Algorithms, Graphics Hardware, |
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106 | Illumination, Level of Detail Algorithms, Rendering, |
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107 | Shadow Algorithms", |
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108 | booktitle = "SIGGRAPH 2002 Conference Proceedings", |
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109 | publisher = "ACM Press/ ACM SIGGRAPH", |
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110 | } |
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111 | |
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112 | |
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113 | @Article{vazquez99, |
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114 | author = "C. Saona-V{\'a}zquez and I. Navazo and P. Brunet", |
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115 | title = "The visibility octree: a data structure for {$3$D} |
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116 | navigation", |
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117 | journal = "Computers and Graphics", |
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118 | volume = "23", |
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119 | number = "5", |
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120 | pages = "635--643", |
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121 | month = oct, |
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122 | year = "1999", |
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123 | coden = "COGRD2", |
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124 | ISSN = "0097-8493", |
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125 | bibdate = "Sat Oct 21 14:27:20 MDT 2000", |
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126 | url = "http://www.elsevier.nl/gej-ng/10/13/20/24/34/28/abstract.html; |
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127 | http://www.elsevier.nl/gej-ng/10/13/20/24/32/28/article.pdf", |
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128 | acknowledgement = ack-nhfb, |
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129 | } |
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130 | |
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131 | @inproceedings{lloyd02, |
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132 | author = {Brandon Lloyd and Parris Egbert}, |
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133 | title = {Horizon occlusion culling for real-time rendering of hierarchical terrains}, |
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134 | booktitle = {Proceedings of the conference on Visualization '02}, |
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135 | year = {2002}, |
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136 | isbn = {0-7803-7498-3}, |
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137 | pages = {403--410}, |
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138 | location = {Boston, Massachusetts}, |
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139 | publisher = {IEEE Press}, |
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140 | } |
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141 | |
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142 | |
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143 | @InCollection{wald01_eg, |
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144 | pages = "153--164", |
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145 | year = "2001", |
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146 | title = "Interactive Rendering with Coherent Ray Tracing", |
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147 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2001-174", |
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148 | author = "Ingo Wald and Philipp Slusallek and Carsten Benthin |
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149 | and Markus Wagner", |
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150 | abstract = "For almost two decades researchers have argued that |
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151 | ray tracing will eventually become faster than the |
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152 | rasterization technique that completely dominates |
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153 | todays graphics hardware. However, this has not |
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154 | happened yet. Ray tracing is still exclusively being |
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155 | used for off-line rendering of photorealistic images |
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156 | and it is commonly believed that ray tracing is simply |
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157 | too costly to ever challenge rasterization-based |
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158 | algorithms for interactive use. However, there is |
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159 | hardly any scientific analysis that supports either |
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160 | point of view. In particular there is no evidence of |
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161 | where the crossover point might be, at which ray |
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162 | tracing would eventually become faster, or if such a |
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163 | point does exist at all. This paper provides several |
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164 | contributions to this discussion: We first present a |
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165 | highly optimized implementation of a ray tracer that |
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166 | improves performance by more than an order of magnitude |
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167 | compared to currently available ray tracers. The new |
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168 | algorithm make better use of computational resources |
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169 | such as caches and SIMD instructions and better |
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170 | exploits image and object space coherence. Secondly, we |
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171 | show that this software implementation can challenge |
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172 | and even outperform high-end graphics hardware in |
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173 | interactive rendering performance for complex |
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174 | environments. We also provide an brief overview of the |
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175 | benefits of ray tracing over rasterization algorithms |
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176 | and point out the potential of interactive ray tracing |
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177 | both in hardware and software.", |
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178 | editor = "A. Chalmers and T.-M. Rhyne", |
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179 | volume = "20(3)", |
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180 | series = "Computer Graphics Forum", |
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181 | booktitle = "EG 2001 Proceedings", |
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182 | publisher = "Blackwell Publishing", |
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183 | } |
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184 | |
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185 | |
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186 | @InProceedings{purcell02, |
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187 | pages = "703--712", |
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188 | year = "2002", |
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189 | title = "Ray Tracing on Programmable Graphics Hardware", |
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190 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2002-222", |
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191 | author = "Timothy J. Purcell and Ian Buck and William R. Mark |
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192 | and Pat Hanrahan", |
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193 | abstract = "Recently a breakthrough has occurred in graphics |
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194 | hardware: fixed function pipelines have been replaced |
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195 | with programmable vertex and fragment processors. In |
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196 | the near future, the graphics pipeline is likely to |
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197 | evolve into a general programmable stream processor |
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198 | capable of more than simply feed-forward triangle |
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199 | rendering. In this paper, we evaluate these trends in |
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200 | programmability of the graphics pipeline and explain |
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201 | how ray tracing can be mapped to graphics hardware. |
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202 | Using our simulator, we analyze the performance of a |
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203 | ray casting implementation on next generation |
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204 | programmable graphics hardware. In addition, we compare |
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205 | the performance difference between non-branching |
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206 | programmable hardware using a multipass implementation |
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207 | and an architecture that supports branching. We also |
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208 | show how this approach is applicable to other ray |
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209 | tracing algorithms such as Whitted ray tracing, path |
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210 | tracing, and hybrid rendering algorithms. Finally, we |
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211 | demonstrate that ray tracing on graphics hardware could |
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212 | prove to be faster than CPU based implementations as |
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213 | well as competitive with traditional hardware |
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214 | accelerated feed-forward triangle rendering.", |
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215 | keywords = "Programmable Graphics Hardware, Ray Tracing", |
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216 | booktitle = "Computer Graphics (SIGGRAPH '02 Proceedings)", |
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217 | } |
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218 | |
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219 | |
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220 | @InProceedings{Gortler:1996:L, |
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221 | author = "Steven J. Gortler and Radek Grzeszczuk and Richard |
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222 | Szeliski and Michael F. Cohen", |
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223 | title = "The Lumigraph", |
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224 | series = "Annual Conference Series", |
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225 | pages = "43--54", |
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226 | booktitle = "Computer Graphics (SIGGRAPH '96 Proceedings)", |
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227 | year = "1996", |
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228 | publisher = "Addison Wesley", |
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229 | month = aug, |
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230 | annote = "This paper discusses a new method for capturing the |
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231 | complete appearance of both synthetic and real world |
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232 | objects and scenes, representing this information, and |
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233 | then using this representation to render images of the |
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234 | object from new camera positions. Unlike the shape |
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235 | capture process traditionally used in computer vision |
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236 | and the rendering process traditionally used in |
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237 | computer graphics, our approach does not rely on |
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238 | geometric representations. Instead we sample and |
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239 | reconstruct a 4D function, which we call a Lumigraph. |
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240 | The Lumigraph is a subset of the complete plenoptic |
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241 | function that describes the flow of light at all |
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242 | positions in all directions. With the Lumigraph, new |
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243 | images of the object can be generated very quickly, |
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244 | independent of the geometric or illumination complexity |
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245 | of the scene or object. The paper discusses a complete |
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246 | working system including the capture of samples, the |
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247 | construction of the Lumigraph, and the subsequent |
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248 | rendering of images from this new representation.", |
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249 | } |
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250 | |
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251 | |
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252 | @Article{Gotsman:1999:OOC, |
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253 | author = "Craig Gotsman and Oded Sudarsky and Jeffrey A. |
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254 | Fayman", |
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255 | title = "Optimized occlusion culling using five-dimensional |
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256 | subdivision", |
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257 | journal = "Computers and Graphics", |
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258 | volume = "23", |
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259 | number = "5", |
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260 | pages = "645--654", |
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261 | month = oct, |
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262 | year = "1999", |
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263 | coden = "COGRD2", |
---|
264 | ISSN = "0097-8493", |
---|
265 | bibdate = "Sat Oct 21 14:27:20 MDT 2000", |
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266 | url = "http://www.elsevier.nl/gej-ng/10/13/20/24/34/29/abstract.html; |
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267 | http://www.elsevier.nl/gej-ng/10/13/20/24/32/29/article.pdf", |
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268 | acknowledgement = ack-nhfb, |
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269 | } |
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270 | |
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271 | @article{Pag94, |
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272 | author = {David W. Paglieroni and Sidney M. Petersen}, |
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273 | title = {Height distributional distance transform methods for height field ray tracing}, |
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274 | journal = {ACM Transactions on Graphics (TOG)}, |
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275 | volume = {13}, |
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276 | number = {4}, |
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277 | year = {1994}, |
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278 | issn = {0730-0301}, |
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279 | pages = {376--399}, |
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280 | doi = {http://doi.acm.org/10.1145/195826.197312}, |
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281 | publisher = {ACM Press}, |
---|
282 | } |
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283 | |
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284 | @article{lee97, |
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285 | author = "Cheol-Hi Lee and Yeong Gil Shin", |
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286 | title = "A Terrain Rendering Method using Vertical Ray Coherence", |
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287 | journal = "The Journal of Visualization and Computer Animation", |
---|
288 | volume = "8", |
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289 | number = "2", |
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290 | pages = "97--114", |
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291 | year = "1997", |
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292 | } |
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293 | |
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294 | |
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295 | @TechReport{mcmillan:97:phd, |
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296 | type = "Ph.D. Thesis", |
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297 | number = "TR97-013", |
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298 | institution = "University of North Carolina, Chapel Hill", |
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299 | title = "An Image-Based Approach to Three-Dimensional Computer |
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300 | Graphics", |
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301 | month = may, |
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302 | year = "1997", |
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303 | bibdate = "June 9, 1997", |
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304 | url = "ftp://ftp.cs.unc.edu/pub/publications/techreports/97-013.pdf.Z", |
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305 | author = "Leonard McMillan", |
---|
306 | } |
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307 | |
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308 | |
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309 | @MastersThesis{aila:00:msc, |
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310 | author = {Timo Aila}, |
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311 | title = {SurRender Umbra: A Visibility Determination Framework |
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312 | for Dynamic Environments}, |
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313 | school = {Helsinki University of Technology}, |
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314 | year = {2000}, |
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315 | } |
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316 | |
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317 | |
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318 | @Article{duguet:02:sig, |
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319 | year = "2002", |
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320 | title = "Robust Epsilon Visibility", |
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321 | author = "Florent Duguet and George Drettakis", |
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322 | journal = "To appear in Computer Graphics (SIGGRAPH'02 Proceedings)", |
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323 | publisher = "ACM SIGGRAPH", |
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324 | } |
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325 | |
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326 | |
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327 | @InProceedings{wand:01:sig, |
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328 | pages = "361--370", |
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329 | year = "2001", |
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330 | title = "The Randomized z-Buffer Algorithm: Interactive |
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331 | Rendering of Highly Complex Scenes", |
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332 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2001-125", |
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333 | author = "Michael Wand and Matthias Fischer and Ingmar Peter and |
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334 | Friedhelm Meyer auf der Heide and Wolfgang |
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335 | Stra{\ss{}}er", |
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336 | abstract = "We present a new output-sensitive rendering algorithm, |
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337 | the randomized z-buffer algorithm. It renders an image |
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338 | of an arbitrary three-dimensional scene consisting of |
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339 | triangular primitives by reconstruction from a |
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340 | dynamically chosen set of random surface sample points. |
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341 | This approach is independent of mesh connectivity and |
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342 | topology. The resulting rendering time grows only |
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343 | logarithmically with the numbers of triangles in the |
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344 | scene. We were able to render walkthroughs of scenes of |
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345 | up to 1014 triangles at interactive frame rates. |
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346 | Automatic identification of low detail scene components |
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347 | ensures that the rendering speed of the randomized |
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348 | z-buffer cannot drop below that of conventional |
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349 | z-buffer rendering. Experimental and analytical |
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350 | evidence is given that the image quality is comparable |
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351 | to that of common approaches like z-buffer rendering. |
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352 | The precomputed data structures employed by the |
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353 | randomized z-buffer allow for interactive dynamic |
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354 | updates of the scene. Their memory requirements grow |
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355 | only linearly with the number of triangles and allow |
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356 | for a scene graph based instantiation scheme to further |
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357 | reduce memory consumption.", |
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358 | keywords = "Rendering Systems, Level of Detail Algorithms, Monte |
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359 | Carlo Techniques", |
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360 | booktitle = "Computer Graphics (Proceedings of SIGGRAPH 2001)", |
---|
361 | publisher = "ACM SIGGRAPH", |
---|
362 | } |
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363 | |
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364 | @Book{berg:97, |
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365 | year = "1997", |
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366 | title = "Computational Geometry: Algorithms and Applications", |
---|
367 | author = "{Mark de} Berg and {Marc van} Kreveld and Mark |
---|
368 | Overmars and Otfried Schwarzkopf", |
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369 | url = "http://visinfo.zib.de/EVlib/Show?EVL-1997-230", |
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370 | language = "en", |
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371 | abstract = "Computational geometry emerged from the field of |
---|
372 | algorithms design and analysis in the late 1970s. It |
---|
373 | has grown into a recognized discipline with its own |
---|
374 | journals, conferences, and a large community of active |
---|
375 | researchers. The success of the field as a research |
---|
376 | discipline can on the one hand be explained from the |
---|
377 | beauty of the problems studied and the solutions |
---|
378 | obtained, and, on the other hand, by the many |
---|
379 | application domains---computer graphics, geographic |
---|
380 | information systems (GIS), robotics, and others---in |
---|
381 | which geometric algorithms play a fundamental role. For |
---|
382 | many geometric problems the early algorithmic solutions |
---|
383 | were either slow or difficult to understand and |
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384 | implement. In recent years a number of new algorithmic |
---|
385 | techniques have been developed that improved and |
---|
386 | simplified many of the previous approaches. In this |
---|
387 | textbook we have tried to make these modern algorithmic |
---|
388 | solutions accessible to a large audience. The book has |
---|
389 | been written as a textbook for a course in |
---|
390 | computational geometry, but it can also be used for |
---|
391 | self study. Each of the sixteen chapters, except the |
---|
392 | introductory chapter, starts with a problem arising in |
---|
393 | one of the application domains. This problem is then |
---|
394 | transformed into a purely geometric one, which is |
---|
395 | solved using techniques from computational geometry. |
---|
396 | The geometric problem and the concepts and techniques |
---|
397 | needed to solve it are the real topic of each chapter. |
---|
398 | The choice of the applications was guided by the topics |
---|
399 | in computational geometry we wanted to cover; they are |
---|
400 | not meant to provide a good coverage of the application |
---|
401 | domains. The purpose of the applications is to motivate |
---|
402 | the reader; the goal of the chapters is not to provide |
---|
403 | ready-to-use solutions for them. Having said this, we |
---|
404 | believe that knowledge of computational geometry is |
---|
405 | important to solve geometric problems in application |
---|
406 | areas efficiently. We hope that our book will not only |
---|
407 | raise the interest of people from the algorithms |
---|
408 | community, but also from people in the application |
---|
409 | areas. For most geometric problems treated we give just |
---|
410 | one solution, even when a number of different solutions |
---|
411 | exist. In general we have chosen the solution that is |
---|
412 | most easy to understand and implement. This is not |
---|
413 | necessarily the most efficient solution. We also took |
---|
414 | care that the book contains a good mixture of |
---|
415 | techniques like divide-and-conquer, plane sweep, and |
---|
416 | randomized algorithms. We decided not to treat all |
---|
417 | sorts of variations to the problems; we felt it is more |
---|
418 | important to introduce all main topics in computational |
---|
419 | geometry than to give more detailed information about a |
---|
420 | smaller number of topics.", |
---|
421 | address = "Berlin, Heidelberg, New York", |
---|
422 | copyright = "Springer-Verlag", |
---|
423 | publisher = "Springer-Verlag", |
---|
424 | } |
---|
425 | |
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426 | |
---|
427 | @InProceedings{Appel:1968:STS, |
---|
428 | author = "Arthur Appel", |
---|
429 | title = "Some Techniques for Shading Machine Renderings of |
---|
430 | Solids", |
---|
431 | booktitle = "AFIPS 1968 Spring Joint Computer Conf.", |
---|
432 | pages = "37--45", |
---|
433 | volume = "32", |
---|
434 | year = "1968", |
---|
435 | keywords = "visible", |
---|
436 | annote = "first ray tracing paper, light ray tracing, black and |
---|
437 | white pictures on Calcomp plotter This paper presents |
---|
438 | some recent experimental results in the automatic |
---|
439 | shading of line drawings. The purpose of these |
---|
440 | experiments was to generate pictures of objects |
---|
441 | consisting of flat surfaces on a digital plotter and to |
---|
442 | evaluate the cost of generating such pictures and the |
---|
443 | resultant graphical quality.", |
---|
444 | } |
---|
445 | |
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446 | |
---|
447 | @Article{floriani:95:vc, |
---|
448 | author = "L. De Floriani and P. Magillo", |
---|
449 | title = "Horizon Computation on a Hierarchical Terrain Model", |
---|
450 | journal = "The Visual Computer: An International Journal of |
---|
451 | Computer Graphics", |
---|
452 | volume = "11", |
---|
453 | year = "1995", |
---|
454 | publisher = "Springer Verlag, New York", |
---|
455 | pages = "134--149", |
---|
456 | topic = "visibility", |
---|
457 | } |
---|
458 | |
---|
459 | @InProceedings{nirenstein:02:egwr, |
---|
460 | year = "2002", |
---|
461 | title = "Exact {From-Region} Visibility Culling", |
---|
462 | author = "Shaun Nirenstein and Edwin Blake and James Gain", |
---|
463 | booktitle = "Proceedings of EUROGRAPHICS Workshop on Rendering", |
---|
464 | pages = "199--210", |
---|
465 | |
---|
466 | } |
---|
467 | |
---|
468 | @InCollection{Klosowski:2000:PLP, |
---|
469 | pages = "108--123", |
---|
470 | year = "2000", |
---|
471 | title = "The Prioritized-Layered Projection Algorithm for |
---|
472 | Visible Set Estimation", |
---|
473 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2000-206", |
---|
474 | author = "J. T. Klosowski and C. T. Silva", |
---|
475 | abstract = "Prioritized-Layered Projection (PLP) is a technique |
---|
476 | for fast rendering of high depth complexity scenes. It |
---|
477 | works by estimating the visible polygons of a scene |
---|
478 | from a given viewpoint incrementally, one primitive at |
---|
479 | a time. It is not a conservative technique, instead PLP |
---|
480 | is suitable for the computation of partially correct |
---|
481 | images for use as part of time-critical rendering |
---|
482 | systems. From a very high level, PLP amounts to a |
---|
483 | modification of a simple view-frustum culling |
---|
484 | algorithm, however, it requires the computation of a |
---|
485 | special occupancy-based tessellation and the assignment |
---|
486 | to each cell of the tessellation a solidity value, |
---|
487 | which is used to compute a special ordering on how |
---|
488 | primitives get projected. In this paper, we detail the |
---|
489 | PLP algorithm, its main components, and implementation. |
---|
490 | We also provide experimental evidence of its |
---|
491 | performance, including results on two types of spatial |
---|
492 | tessellation (using octree- and Delaunay-based |
---|
493 | tessellations), and several datasets. We also discuss |
---|
494 | several extensions of our technique.", |
---|
495 | editor = "Hans Hagen and David S. Ebert", |
---|
496 | keywords = "Visibility, time-critical rendering, occlusion |
---|
497 | culling, visible set, spatial tessellation", |
---|
498 | volume = "6 (2)", |
---|
499 | booktitle = "IEEE Transactions on Visualization and Computer |
---|
500 | Graphics", |
---|
501 | publisher = "IEEE Computer Society", |
---|
502 | } |
---|
503 | |
---|
504 | @Article{Klosowski:2001:ECV, |
---|
505 | author = "James T. Klosowski and Cl{\'a}udio T. Silva.", |
---|
506 | title = "Efficient Conservative Visibility Culling Using the |
---|
507 | Prioritized-Layered Projection Algorithm", |
---|
508 | journal = "IEEE Transactions on Visualization and Computer |
---|
509 | Graphics", |
---|
510 | volume = "7", |
---|
511 | number = "4", |
---|
512 | pages = "365--379", |
---|
513 | month = oct, |
---|
514 | year = "2001", |
---|
515 | coden = "ITVGEA", |
---|
516 | ISSN = "1077-2626", |
---|
517 | bibdate = "Sat Feb 23 09:10:10 MST 2002", |
---|
518 | url = "http://www.computer.org/tvcg/tg2001/v0365abs.htm; |
---|
519 | http://dlib.computer.org/tg/books/tg2001/pdf/v0365.pdf", |
---|
520 | acknowledgement = ack-nhfb, |
---|
521 | } |
---|
522 | |
---|
523 | |
---|
524 | @InProceedings{hey:01:egwr, |
---|
525 | author = "Heinrich Hey and Robert F. Tobler and Werner |
---|
526 | Purgathofer", |
---|
527 | title = "{Real-Time} Occlusion Culling with a Lazy Occlusion |
---|
528 | Grid", |
---|
529 | pages = "217--222", |
---|
530 | year= "2001", |
---|
531 | booktitle = "Proceedings of EUROGRAPHICS Workshop on Rendering", |
---|
532 | } |
---|
533 | |
---|
534 | @InProceedings{wonka:01:eg, |
---|
535 | pages = "411--421", |
---|
536 | year = "2001", |
---|
537 | title = "Instant Visibility", |
---|
538 | author = "Peter Wonka and Michael Wimmer and Fran{\c{c}}ois X. |
---|
539 | Sillion", |
---|
540 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2001-201", |
---|
541 | abstract = "We present an online occlusion culling system which |
---|
542 | computes visibility in parallel to the rendering |
---|
543 | pipeline. We show how to use point visibility |
---|
544 | algorithms to quickly calculate a tight potentially |
---|
545 | visible set (PVS) which is valid for several frames, by |
---|
546 | shrinking the occluders used in visibility calculations |
---|
547 | by an adequate amount. These visibility calculations |
---|
548 | can be performed on a visibility server, possibly a |
---|
549 | distinct computer communicating with the display host |
---|
550 | over a local network. The resulting system essentially |
---|
551 | combines the advantages of online visibility processing |
---|
552 | and region-based visibility calculations, allowing |
---|
553 | asynchronous processing of visibility and display |
---|
554 | operations. We analyze two different types of |
---|
555 | hardware-based point visibility algorithms and address |
---|
556 | the problem of bounded calculation time which is the |
---|
557 | basis for true real-time behavior. Our results show |
---|
558 | reliable, sustained 60 Hz performance in a walkthrough |
---|
559 | with an urban environment of nearly 2 million polygons, |
---|
560 | and a terrain flyover.", |
---|
561 | booktitle = "Computer Graphics Forum (Proceedings of EUROGRAPHICS '01)", |
---|
562 | optpublisher = "Blackwell Publishing", |
---|
563 | } |
---|
564 | |
---|
565 | @InProceedings{fernando:01:sig, |
---|
566 | pages = "387--390", |
---|
567 | year = "2001", |
---|
568 | title = "Adaptive Shadow Maps", |
---|
569 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2001-128", |
---|
570 | author = "Randima Fernando and Sebastian Fernandez and Kavita |
---|
571 | Bala and Donald P. Greenberg", |
---|
572 | abstract = "Shadow maps provide a fast and convenient method of |
---|
573 | identifying shadows in scenes but can introduce |
---|
574 | aliasing. This paper introduces the Adaptive Shadow Map |
---|
575 | (ASM) as a solution to this problem. An ASM removes |
---|
576 | aliasing by resolving pixel size mismatches between the |
---|
577 | eye view and the light source view. It achieves this |
---|
578 | goal by storing the light source view (i.e., the shadow |
---|
579 | map for the light source) as a hierarchical grid |
---|
580 | structure as opposed to the conventional flat |
---|
581 | structure. As pixels are transformed from the eye view |
---|
582 | to the light source view, the ASM is refined to create |
---|
583 | higher-resolution pieces of the shadow map when needed. |
---|
584 | This is done by evaluating the contributions of shadow |
---|
585 | map pixels to the overall image quality. The |
---|
586 | improvement process is view-driven, progressive, and |
---|
587 | confined to a user-specifiable memory footprint. We |
---|
588 | show that ASMs enable dramatic improvements in shadow |
---|
589 | quality while maintaining interactive rates.", |
---|
590 | keywords = "Rendering, Shadow Algorithms", |
---|
591 | booktitle = "Computer Graphics (Proceedings of SIGGRAPH '01)", |
---|
592 | publisher = "ACM SIGGRAPH", |
---|
593 | } |
---|
594 | |
---|
595 | |
---|
596 | @InProceedings{rusinkiewicz:00:sig, |
---|
597 | pages = "343--352", |
---|
598 | year = "2000", |
---|
599 | title = "{QS}plat: {A} Multiresolution Point Rendering System |
---|
600 | for Large Meshes", |
---|
601 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2000-73", |
---|
602 | author = "Szymon Rusinkiewicz and Marc Levoy", |
---|
603 | abstract = "Advances in 3D scanning technologies have enabled the |
---|
604 | practical creation of meshes with hundreds of millions |
---|
605 | of polygons. Traditional algorithms for display, |
---|
606 | simplification, and progressive transmission of meshes |
---|
607 | are impractical for data sets of this size. We describe |
---|
608 | a system for representing and progressively displaying |
---|
609 | these meshes that combines a multiresolution hierarchy |
---|
610 | based on bounding spheres with a rendering system based |
---|
611 | on points. A single data structure is used for view |
---|
612 | frustum culling, backface culling, level-of-detail |
---|
613 | selection, and rendering. The representation is compact |
---|
614 | and can be computed quickly, making it suitable for |
---|
615 | large data sets. Our implementation, written for use in |
---|
616 | a large-scale 3D digitization project, launches |
---|
617 | quickly, maintains a user-settable interactive frame |
---|
618 | rate regardless of object complexity or camera |
---|
619 | position, yields reasonable image quality during |
---|
620 | motion, and refines progressively when idle to a high |
---|
621 | final image quality. We have demonstrated the system on |
---|
622 | scanned models containing hundreds of millions of |
---|
623 | samples.", |
---|
624 | keywords = "Rendering systems, Spatial data structures, Level of |
---|
625 | detail algorithms, Compression algorithms", |
---|
626 | booktitle = "Computer Graphics (Proceedings of SIGGRAPH 2000)", |
---|
627 | publisher = "ACM SIGGRAPH / Addison Wesley Longman", |
---|
628 | } |
---|
629 | |
---|
630 | @InProceedings{pfister:00:sig, |
---|
631 | pages = "335--342", |
---|
632 | year = "2000", |
---|
633 | title = "Surfels: Surface Elements as Rendering Primitives", |
---|
634 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2000-69", |
---|
635 | author = "Hanspeter Pfister and Matthias Zwicker and Jeroen van |
---|
636 | Baar and Markus Gross", |
---|
637 | abstract = "Surface elements (surfels) are a powerful paradigm to |
---|
638 | efficiently render complex geometric objects at |
---|
639 | interactive frame rates. Unlike classical surface |
---|
640 | discretizations, i.e., triangles or quadrilateral |
---|
641 | meshes, surfels are point primitives without explicit |
---|
642 | connectivity. Surfel attributes comprise depth, texture |
---|
643 | color, normal, and others. As a pre-process, an |
---|
644 | octree-based surfel representation of a geometric |
---|
645 | object is computed. During sampling, surfel positions |
---|
646 | and normals are optionally perturbed, and different |
---|
647 | levels of texture colors are prefiltered and stored per |
---|
648 | surfel. During rendering, a hierarchical forward |
---|
649 | warping algorithm projects surfels to a z-buffer. A |
---|
650 | novel method called visibility splatting determines |
---|
651 | visible surfels and holes in the z-buffer. Visible |
---|
652 | surfels are shaded using texture filtering, Phong |
---|
653 | illumination, and environment mapping using per-surfel |
---|
654 | normals. Several methods of image reconstruction, |
---|
655 | including supersampling, offer flexible speed-quality |
---|
656 | tradeoffs. Due to the simplicity of the operations, the |
---|
657 | surfel rendering pipeline is amenable for hardware |
---|
658 | implementation. Surfel objects offer complex shape, low |
---|
659 | rendering cost and high image quality, which makes them |
---|
660 | specifically suited for low-cost, real-time graphics, |
---|
661 | such as games.", |
---|
662 | keywords = "Rendering Systems, Texture Mapping", |
---|
663 | booktitle = "Computer Graphics (Proceedings of SIGGRAPH 2001)", |
---|
664 | publisher = "ACM SIGGRAPH / Addison Wesley Longman", |
---|
665 | } |
---|
666 | |
---|
667 | |
---|
668 | @InProceedings{Grossman:rend98-181, |
---|
669 | booktitle = "Rendering Techniques '98 (Proceedings of Eurographics Rendering Workshop)", |
---|
670 | year = "1998", |
---|
671 | publisher = "Springer-Verlag Wien New York", |
---|
672 | author = "J. P. Grossman and William J. Dally", |
---|
673 | title = "Point Sample Rendering", |
---|
674 | pages = "181--192", |
---|
675 | abstract = "We present an algorithm suitable for real-time, high |
---|
676 | quality rendering of complex objects. Objects are |
---|
677 | represented as a dense set of surface point samples |
---|
678 | which contain colour, depth and normal infocmation. |
---|
679 | These point samples are obtained by sampling |
---|
680 | orthographic views on an equilateral triangle lattice. |
---|
681 | They are rendered directly and independently without |
---|
682 | any knowledge of surface topology. We introduce a novel |
---|
683 | solution to the problem of surface reconstruction using |
---|
684 | a hierarchy of Z-buffers to detect tears. Our algorithm |
---|
685 | is fast and requires only modest resources.", |
---|
686 | } |
---|
687 | |
---|
688 | |
---|
689 | |
---|
690 | @Article{Bartz:1999:OAO, |
---|
691 | author = "Dirk Bartz and Michael Mei{\ss}ner and Tobias |
---|
692 | H{\"u}ttner", |
---|
693 | title = "Open{GL}-assisted occlusion culling for large |
---|
694 | polygonal models", |
---|
695 | journal = "Computers and Graphics", |
---|
696 | volume = "23", |
---|
697 | number = "5", |
---|
698 | pages = "667--679", |
---|
699 | month = oct, |
---|
700 | year = "1999", |
---|
701 | coden = "COGRD2", |
---|
702 | ISSN = "0097-8493", |
---|
703 | bibdate = "Sat Oct 21 14:27:20 MDT 2000", |
---|
704 | url = "http://www.elsevier.nl/gej-ng/10/13/20/24/34/31/abstract.html; |
---|
705 | http://www.elsevier.nl/gej-ng/10/13/20/24/32/31/article.pdf", |
---|
706 | acknowledgement = ack-nhfb, |
---|
707 | } |
---|
708 | |
---|
709 | |
---|
710 | @InProceedings{popescu:98:viz, |
---|
711 | author = "V. Popescu and A. Lastra and D. Aliaga and M. de |
---|
712 | Oliveira Neto", |
---|
713 | title = "Efficient warping for architectural walkthroughs using |
---|
714 | layered depth images", |
---|
715 | pages = "211--216", |
---|
716 | booktitle = "{IEEE} Visualization '98 ({VIS} '98)", |
---|
717 | ISBN = "0-8186-9176-X", |
---|
718 | month = oct, |
---|
719 | publisher = "IEEE", |
---|
720 | address = "Washington - Brussels - Tokyo", |
---|
721 | year = "1998", |
---|
722 | } |
---|
723 | |
---|
724 | |
---|
725 | @InProceedings{aliaga:99:sig, |
---|
726 | author = "Daniel G. Aliaga and Anselmo Lastra", |
---|
727 | title = "Automatic Image Placement to Provide a Guaranteed |
---|
728 | Frame Rate", |
---|
729 | pages = "307--316", |
---|
730 | ISBN = "0-201-48560-5", |
---|
731 | editor = "Alyn Rockwood", |
---|
732 | booktitle = "Proceedings of the Conference on Computer Graphics |
---|
733 | (Siggraph99)", |
---|
734 | month = aug # "8--13", |
---|
735 | publisher = "ACM Press", |
---|
736 | address = "N.Y.", |
---|
737 | year = "1999", |
---|
738 | } |
---|
739 | |
---|
740 | @InProceedings{aliaga:99:i3dg, |
---|
741 | author = "Daniel Aliaga and Jon Cohen and Andrew Wilson and Eric |
---|
742 | Baker and Hansong Zhang and Carl Erikson and Keny Hoff |
---|
743 | and Tom Hudson and Wolfgang St{\"u}rzlinger and Rui |
---|
744 | Bastos and Mary Whitton and Fred Brooks and Dinesh |
---|
745 | Manoclia", |
---|
746 | title = "{MMR}: An Interactive Massive Model Rendering System |
---|
747 | Using Geometric and Image-Based Acceleration (Color |
---|
748 | Plate {S}. 237)", |
---|
749 | pages = "199--206", |
---|
750 | ISBN = "1-58113-082-1", |
---|
751 | editor = "Stephen N. Spencer", |
---|
752 | booktitle = "Proceedings of the Conference on the 1999 Symposium on |
---|
753 | interactive {3D} Graphics", |
---|
754 | month = apr # " ~26--28", |
---|
755 | publisher = "ACM Press", |
---|
756 | address = "New York", |
---|
757 | year = "1999", |
---|
758 | } |
---|
759 | |
---|
760 | |
---|
761 | |
---|
762 | @InProceedings{wimmer:01:egwr, |
---|
763 | author = "Michael Wimmer and Peter Wonka and Francois Sillion", |
---|
764 | title = "{Point-Based} Impostors for {Real-Time} |
---|
765 | Visualization", |
---|
766 | pages = "163--176", |
---|
767 | crossref = "RENDERING TECHNIQUES`01", |
---|
768 | } |
---|
769 | |
---|
770 | @InProceedings{Jeschke:LEM:2002, |
---|
771 | title = "{Layered Environment-Map Impostors for Arbitrary |
---|
772 | Scenes}", |
---|
773 | author = "Stefan Jeschke and Michael Wimmer and Heidrun |
---|
774 | Schuman", |
---|
775 | booktitle = "Proc. Graphics Interface", |
---|
776 | year = "2002", |
---|
777 | month = may, |
---|
778 | location = "Calgary, Alberta", |
---|
779 | pages = "1--8", |
---|
780 | } |
---|
781 | |
---|
782 | @Book{Neider93, |
---|
783 | author = "Jackie Neider and Tom Davis and Mason Woo", |
---|
784 | title = "{OpenGL} Programming Guide", |
---|
785 | publisher = "Addison-Wesley", |
---|
786 | address = "Reading MA", |
---|
787 | year = "1993", |
---|
788 | keywords = "computer graphics, graphics workstation, SGI", |
---|
789 | annote = "shadows on a plane p. 401", |
---|
790 | } |
---|
791 | |
---|
792 | @PhdThesis{Havran2000:PhD, |
---|
793 | author = "Vlastimil Havran", |
---|
794 | title = "Heuristic Ray Shooting Algorithms", |
---|
795 | school = "Department of Computer Science and Engineering, |
---|
796 | Faculty of Electrical Engineering, |
---|
797 | Czech Technical University in Prague", |
---|
798 | type = "Ph.D. Thesis", |
---|
799 | year = "2000", |
---|
800 | month = "November", |
---|
801 | url = "http://www.cgg.cvut.cz/~havran/phdthesis.html", |
---|
802 | annote = "Global illumination research aiming at the photo-realistic |
---|
803 | image synthesis pushes forward research in computer graphics as a |
---|
804 | whole. The computation of visually plausible images is |
---|
805 | time-consuming and far from being realtime at present. A significant |
---|
806 | part of computation in global illumination algorithms involves |
---|
807 | repetitive computing of visibility queries. |
---|
808 | In the thesis, we describe our results in ray shooting, which is |
---|
809 | a well-known problem in the field of visibility. The problem is |
---|
810 | difficult in spite of its simple definition: For a given oriented |
---|
811 | half-line and a set of objects, find out the first object |
---|
812 | intersected by the half-line if such an object exists. A |
---|
813 | naive algorithm has the time complexity O(N), where N |
---|
814 | is the number of objects. The naive algorithm is practically |
---|
815 | inapplicable in global illumination applications for a scene with |
---|
816 | a high number of objects, due its huge time requirements. In this |
---|
817 | thesis we deal with heuristic ray shooting algorithms that use |
---|
818 | additional spatial data structures. We put stress on average-case |
---|
819 | complexity and we particularly investigate the ray shooting |
---|
820 | algorithms based on spatial hierarchies. In the thesis we deal |
---|
821 | with two major topics. |
---|
822 | In the first part of the thesis, we introduce a ray shooting |
---|
823 | computation model and performance model. Based on these two models |
---|
824 | we develop a methodology for comparing various ray shooting |
---|
825 | algorithms for a set of experiments performed on a set of |
---|
826 | scenes. Consecutively, we compare common heuristic ray shooting |
---|
827 | algorithms based on BSP trees, kd-trees, octrees, bounding volume |
---|
828 | hierarchies, uniform grids, and three types of hierarchical grids |
---|
829 | using a set of 30 scenes from Standard Procedural Database. We |
---|
830 | show that for this set of scenes the ray shooting algorithm based |
---|
831 | on the kd-tree is the winning candidate among all tested ray |
---|
832 | shooting algorithms. |
---|
833 | The second and major part of the thesis presents several |
---|
834 | techniques for decreasing the time and space complexity for ray |
---|
835 | shooting algorithms based on kd-tree. We deal with both kd-tree |
---|
836 | construction and ray traversal algorithms. In the context of kd-tree |
---|
837 | construction, we present new methods for adaptive construction of |
---|
838 | the kd-tree using empty spatial regions in the scene, termination |
---|
839 | criteria, general cost model for the kd-tree, and modified surface |
---|
840 | area heuristics for a restricted set of rays. Further, we describe |
---|
841 | a new version of the recursive ray traversal algorithm. In context |
---|
842 | of the recursive ray traversal algorithm based on the kd-tree, we |
---|
843 | develop the concept of the largest common traversal sequence. This |
---|
844 | reduces the number of hierarchical traversal steps in the kd-tree |
---|
845 | for certain ray sets. We also describe one technique closely related |
---|
846 | to computer architecture, namely mapping kd-tree nodes to memory to |
---|
847 | increase the cache hit ratio for processors with a large cache |
---|
848 | line. Most of the techniques proposed in the thesis can be used in |
---|
849 | combination. In practice, the average time complexity of the ray |
---|
850 | shooting algorithms based on the kd-tree, as presented in this thesis, |
---|
851 | is about $O(log N)$, where the hidden multiplicative factor |
---|
852 | depends on the input data. However, at present it is not known |
---|
853 | to have been proved theoretically for scenes with general |
---|
854 | distribution of objects. For these reasons our findings are |
---|
855 | supported by a set of experiments for the above-mentioned set of |
---|
856 | 30 scenes.", |
---|
857 | } |
---|
858 | |
---|
859 | |
---|
860 | @InProceedings{goral84a, |
---|
861 | author = "Cindy M. Goral and Kenneth K. Torrance and Donald P. |
---|
862 | Greenberg and Bennett Battaile", |
---|
863 | title = "Modelling the Interaction of Light Between Diffuse |
---|
864 | Surfaces", |
---|
865 | pages = "213--222", |
---|
866 | booktitle = "Computer Graphics (SIGGRAPH '84 Proceedings)", |
---|
867 | volume = "18", |
---|
868 | number = "3", |
---|
869 | year = "1984", |
---|
870 | month = jul, |
---|
871 | conference = "held in Minneapolis, Minnesota; 23--27 July 1984", |
---|
872 | keywords = "radiosity method, diffuse surfaces, I37 Lighting |
---|
873 | Interaction", |
---|
874 | annote = "The classic reference on radiosity. Early work on |
---|
875 | radiosity method. See Hemi Cube paper for more in depth |
---|
876 | description of implementation.", |
---|
877 | } |
---|
878 | |
---|
879 | @InProceedings{Heidrich:00:EGWR, |
---|
880 | author = "Wolfgang Heidrich and Stefan Brabec and {Hans-Peter} |
---|
881 | Seidel", |
---|
882 | title = "Soft Shadow Maps for Linear Lights", |
---|
883 | pages = "269--280", |
---|
884 | year = "2000", |
---|
885 | booktitle = "Proceedings of EUROGRAPHICS Workshop on Rendering", |
---|
886 | } |
---|
887 | |
---|
888 | @Article{Heidmann91, |
---|
889 | author = "Tim Heidmann", |
---|
890 | title = "Real Shadows, Real Time", |
---|
891 | journal = "Iris Universe", |
---|
892 | note = "Silicon Graphics, Inc.", |
---|
893 | volume = "18", |
---|
894 | year = "1991", |
---|
895 | pages = "28--31", |
---|
896 | keywords = "soft shadow, SGI Reality Engine, stencil buffer, |
---|
897 | shadow volume", |
---|
898 | annote = "includes C, GL code", |
---|
899 | } |
---|
900 | |
---|
901 | @InProceedings{Heidrich:99:IDG, |
---|
902 | year = "1999", |
---|
903 | title = "Applications of Pixel Textures in Visualization and |
---|
904 | Realistic Image Synthesis", |
---|
905 | author = "W. Heidrich and R. Westermann and H.-P. Seidel and T. |
---|
906 | Ertl", |
---|
907 | url = "http://visinfo.zib.de/EVlib/Show?EVL-1999-121", |
---|
908 | organization = "ACM/Siggraph", |
---|
909 | booktitle = "ACM Symposium on Interactive 3D Graphics", |
---|
910 | } |
---|
911 | |
---|
912 | |
---|
913 | @Article{Segal92, |
---|
914 | author = "Mark Segal and Carl Korobkin and Rolf van Widenfelt |
---|
915 | and Jim Foran and Paul Haeberli", |
---|
916 | title = "Fast Shadows and Lighting Effects using Texture |
---|
917 | Mapping", |
---|
918 | journal = "Computer Graphics (SIGGRAPH '92 Proceedings)", |
---|
919 | volume = "26", |
---|
920 | number = "2", |
---|
921 | month = jul, |
---|
922 | year = "1992", |
---|
923 | pages = "249--252", |
---|
924 | keywords = "perspective, scan conversion", |
---|
925 | } |
---|
926 | |
---|
927 | |
---|
928 | @InProceedings{Williams78, |
---|
929 | AUTHOR={Lance Williams}, |
---|
930 | TITLE={Casting Curved Shadows on Curved Surfaces}, |
---|
931 | booktitle={Computer Graphics (SIGGRAPH '78 Proceedings)}, |
---|
932 | MONTH={Aug.}, |
---|
933 | YEAR={1978}, |
---|
934 | PAGES={270-274}, |
---|
935 | } |
---|
936 | |
---|
937 | @InProceedings{Hoppe:98:LOD, |
---|
938 | pages = "35--42", |
---|
939 | year = "1998", |
---|
940 | title = "Smooth View-Dependent Level-Of-Detail Control and its |
---|
941 | Application to Terrain Rendering", |
---|
942 | url = "http://visinfo.zib.de/EVlib/Show?EVL-1998-124", |
---|
943 | author = "Hugues Hoppe", |
---|
944 | language = "en", |
---|
945 | abstract = "The key to real-time rendering of large-scale surfaces |
---|
946 | is to locally adapt surface geometric complexity to |
---|
947 | changing view parameters. Several schemes have been |
---|
948 | developed to address this problem of view-dependent |
---|
949 | level-of-detail control. Among these, the |
---|
950 | view-dependent progressive mesh (VDPM) framework |
---|
951 | represents an arbitrary triangle mesh as a hierarchy of |
---|
952 | geometrically optimized refinement transformations, |
---|
953 | from which accurate approximating meshes can be |
---|
954 | efficiently retrieved. In this paper we extend the |
---|
955 | general VDPM framework to provide temporal coherence |
---|
956 | through the runtime creation of geomorphs. These |
---|
957 | geomorphs eliminate {"}popping{"} artifacts by smoothly |
---|
958 | interpolating geometry. Their implementation requires |
---|
959 | new output-sensitive data structures, which have the |
---|
960 | added benefit of reducing memory use. We specialize the |
---|
961 | VDPM framework to the important case of terrain |
---|
962 | rendering. To handle huge terrain grids, we introduce a |
---|
963 | block-based simplification scheme that constructs a |
---|
964 | progressive mesh as a hierarchy of block refinements. |
---|
965 | We demonstrate the need for an accurate approximation |
---|
966 | metric during simplification. Our contributions are |
---|
967 | highlighted in a real-time flyover of a large, rugged |
---|
968 | terrain. Notably, the use of geomorphs results in |
---|
969 | visually smooth rendering even at 72 frames/sec on a |
---|
970 | graphics workstation.", |
---|
971 | organization = "IEEE", |
---|
972 | copyright = "IEEE", |
---|
973 | booktitle = "Proceedings IEEE Visualization'98", |
---|
974 | } |
---|
975 | |
---|
976 | @InProceedings{Hoppe:1997:VDR, |
---|
977 | author = "Hugues Hoppe", |
---|
978 | title = "View-Dependent Refinement of Progressive Meshes", |
---|
979 | booktitle = "SIGGRAPH 97 Conference Proceedings", |
---|
980 | editor = "Turner Whitted", |
---|
981 | series = "Annual Conference Series", |
---|
982 | year = "1997", |
---|
983 | organization = "ACM SIGGRAPH", |
---|
984 | publisher = "Addison Wesley", |
---|
985 | month = aug, |
---|
986 | pages = "189--198", |
---|
987 | note = "ISBN 0-89791-896-7", |
---|
988 | keywords = "mesh simplification, level-of-detail, multiresolution |
---|
989 | representations, dynamic tessellation, shape |
---|
990 | interpolation", |
---|
991 | annote = "Level-of-detail (LOD) representations are an important |
---|
992 | tool for real-time rendering of complex geometric |
---|
993 | environments. The previously introduced progressive |
---|
994 | mesh representation defines for an arbitrary triangle |
---|
995 | mesh a sequence of approximating meshes optimized for |
---|
996 | view-independent LOD. In this paper, we introduce a |
---|
997 | framework for selectively refining an arbitrary |
---|
998 | progressive mesh according to changing view parameters. |
---|
999 | We define efficient refinement criteria based on the |
---|
1000 | view frustum, surface orientation, and screen-space |
---|
1001 | geometric error, and develop a real-time algorithmfor |
---|
1002 | incrementally refining and coarsening the mesh |
---|
1003 | according to these criteria. The algorithm exploits |
---|
1004 | view coherence, supports frame rate regulation, and is |
---|
1005 | found to require less than 15% of total frame time on a |
---|
1006 | graphics workstation. Moreover, for continuous motions |
---|
1007 | this work can be amortized over consecutive frames. In |
---|
1008 | addition, smooth visual transitions (geomorphs) can be |
---|
1009 | constructed between any two selectively refined meshes. |
---|
1010 | A number of previous schemes create view-dependent LOD |
---|
1011 | meshes for height fields (e.g. terrains) and parametric |
---|
1012 | surfaces (e.g. NURBS). Our framework also performs well |
---|
1013 | for these special cases. Notably, the absence of a |
---|
1014 | rigid subdivision structure allows more accurate |
---|
1015 | approximations than with existing schemes. We include |
---|
1016 | results for these cases as well as for general |
---|
1017 | meshes.", |
---|
1018 | } |
---|
1019 | |
---|
1020 | @InProceedings{Hoppe:1996:PM, |
---|
1021 | author = "Hugues Hoppe", |
---|
1022 | title = "Progressive Meshes", |
---|
1023 | editor = "Holly Rushmeier", |
---|
1024 | series = "Annual Conference Series", |
---|
1025 | pages = "99--108", |
---|
1026 | booktitle = "SIGGRAPH 96 Conference Proceedings", |
---|
1027 | year = "1996", |
---|
1028 | organization = "ACM SIGGRAPH", |
---|
1029 | publisher = "Addison Wesley", |
---|
1030 | month = aug, |
---|
1031 | note = "held in New Orleans, Louisiana, 04-09 August 1996", |
---|
1032 | annote = "Highly detailed geometric models are rapidly becoming |
---|
1033 | commonplace in computer graphics. These models, often |
---|
1034 | represented as complex triangle meshes, challenge |
---|
1035 | rendering performance, transmission bandwidth, and |
---|
1036 | storage capacities. This paper introduces the |
---|
1037 | progressive mesh (PM) representation, a new scheme for |
---|
1038 | storing and transmitting arbitrary triangle meshes. |
---|
1039 | This efficient, lossless, continuous-resolution |
---|
1040 | representation addresses several practical problems in |
---|
1041 | graphics: smooth geomorphing of level-of-detail |
---|
1042 | approximations, progressive transmission, mesh |
---|
1043 | compression, and selective refinement. In addition, we |
---|
1044 | present a new mesh simplification procedure for |
---|
1045 | constructing a PM representation from an arbitrary |
---|
1046 | mesh. The goal of this optimization procedure is to |
---|
1047 | preserve not just the geometry of the original mesh, |
---|
1048 | but more importantly its overall appearance as defined |
---|
1049 | by its discrete and scalar appearance attributes such |
---|
1050 | as material identifiers, color values, normals, and |
---|
1051 | texture coordinates. We demonstrate construction of the |
---|
1052 | PM representation and its applications using several |
---|
1053 | practical models.", |
---|
1054 | } |
---|
1055 | |
---|
1056 | |
---|
1057 | @InProceedings{andujar:2000:HVS, |
---|
1058 | author = {Carlos And\'ujar, Carlos Saona-V\'azquez, Isabel Navazo and Pere Brunet}, |
---|
1059 | title = {Integrating Occlusion Culling with Levels of Detail through Hardly-Visible Sets}, |
---|
1060 | booktitle = {Computer Graphics Forum (Proceedings of Eurographics 2000)}, |
---|
1061 | year = {2000}, |
---|
1062 | volume = "19", |
---|
1063 | number="3", |
---|
1064 | pages="499--506", |
---|
1065 | } |
---|
1066 | |
---|
1067 | @InProceedings{downs:2001:I3DG, |
---|
1068 | author = "Laura Downs and Tomas M{\"o}ller and Carlo H. |
---|
1069 | S{\'e}quin", |
---|
1070 | title = "Occlusion Horizons for Driving through Urban Scenes", |
---|
1071 | booktitle = "Symposium on Interactive {3D} Graphics", |
---|
1072 | year = "2001", |
---|
1073 | organization = "ACM SIGGRAPH", |
---|
1074 | pages = "121--124", |
---|
1075 | } |
---|
1076 | |
---|
1077 | |
---|
1078 | @PhdThesis{zhang_phd, |
---|
1079 | author = {Hansong Zhang}, |
---|
1080 | title = {Effective Occlusion Culling for the Interactive Display of Arbitrary Models}, |
---|
1081 | school = {Department of Computer Science, UNC-Chapel Hill}, |
---|
1082 | year = {1998}, |
---|
1083 | } |
---|
1084 | |
---|
1085 | @PhdThesis{wonka_phd, |
---|
1086 | author = {Peter Wonka}, |
---|
1087 | title = {Occlusion Culling for Real-Time Rendering of Urban Environments}, |
---|
1088 | school = {Institute of Computer Graphics, Vienna University of Technology}, |
---|
1089 | year = {2001}, |
---|
1090 | } |
---|
1091 | |
---|
1092 | @TechReport{Schumacker69, |
---|
1093 | author = "R. A. Schumacker and R. Brand and M. Gilliland and W. |
---|
1094 | Sharp", |
---|
1095 | title = "Study for Applying Computer-Generated Images to Visual |
---|
1096 | Simulation", |
---|
1097 | institution = "U.S. Air Force Human Resources Laboratory", |
---|
1098 | year = "1969", |
---|
1099 | number = "AFHRL--TR--69--14", |
---|
1100 | } |
---|
1101 | |
---|
1102 | |
---|
1103 | @InProceedings{Carpenter:1984:BAH, |
---|
1104 | author = "Loren Carpenter", |
---|
1105 | title = "The {A}-buffer, an Antialiased Hidden Surface Method", |
---|
1106 | pages = "103--108", |
---|
1107 | booktitle = "Computer Graphics (SIGGRAPH '84 Proceedings)", |
---|
1108 | volume = "18", |
---|
1109 | year = "1984", |
---|
1110 | month = jul, |
---|
1111 | editor = "Hank Christiansen", |
---|
1112 | conference = "held in Minneapolis, Minnesota; 23--27 July 1984", |
---|
1113 | keywords = "z-buffer, a-buffer, antialiasing, I33 Anti-Aliasing, |
---|
1114 | I37 Hidden-Surface Removal", |
---|
1115 | annote = "Carpenter presents a method of constructing |
---|
1116 | antialiased images in a method which allows |
---|
1117 | transparency. If flavor, it is very similar to |
---|
1118 | z-buffer, but subsamples pixels and maintains coverage |
---|
1119 | masks to allow effective antialiasing.", |
---|
1120 | } |
---|
1121 | |
---|
1122 | |
---|
1123 | @InProceedings{Newell:1972:SHS, |
---|
1124 | author = "Martin E. Newell and R. G. Newell and T. L. Sancha", |
---|
1125 | title = "A Solution to the Hidden Surface Problem", |
---|
1126 | year = "1972", |
---|
1127 | booktitle = "Proceedings of ACM National Conference", |
---|
1128 | keywords = "hidden surface", |
---|
1129 | } |
---|
1130 | |
---|
1131 | @TechReport{Warnock:1969:HSA, |
---|
1132 | author = "J. Warnock", |
---|
1133 | title = "A Hidden-Surface Algorithm for Computer Generated |
---|
1134 | Half-Tone Pictures", |
---|
1135 | number = "TR 4--15, NTIS AD-733 671", |
---|
1136 | year = "1969", |
---|
1137 | institution = "University of Utah, Computer Science Department", |
---|
1138 | keywords = "visible", |
---|
1139 | } |
---|
1140 | |
---|
1141 | @InProceedings{Weiler:1977:HSR, |
---|
1142 | author = "Kevin Weiler and Peter Atherton", |
---|
1143 | title = "Hidden Surface Removal Using Polygon Area Sorting", |
---|
1144 | booktitle = "Computer Graphics (SIGGRAPH '77 Proceedings)", |
---|
1145 | conference = "held in San Jose, California; 20 -- 22 July 1977", |
---|
1146 | month = jul, |
---|
1147 | year = "1977", |
---|
1148 | pages = "214--222", |
---|
1149 | keywords = "hidden surface removal, hidden line removal", |
---|
1150 | } |
---|
1151 | |
---|
1152 | |
---|
1153 | @InProceedings{iones:1998:CGI, |
---|
1154 | author = "A. Iones and S. Zhukov and A. Krupkin", |
---|
1155 | title = "On Optimality of {OBBs} for Visibility Tests for |
---|
1156 | Frustum Culling, Ray Shooting and Collision Detection", |
---|
1157 | pages = "256--263", |
---|
1158 | ISBN = "0-8186-8445-3", |
---|
1159 | editor = "Franz-Erich Wolter and Nicholas M. Patrikalakis", |
---|
1160 | booktitle = "Proceedings of the Conference on Computer Graphics |
---|
1161 | International 1998 ({CGI}-98)", |
---|
1162 | month = jun # " ~22--26", |
---|
1163 | publisher = "IEEE Computer Society", |
---|
1164 | address = "Los Alamitos, California", |
---|
1165 | year = "1998", |
---|
1166 | } |
---|
1167 | |
---|
1168 | |
---|
1169 | @Article{Assarsson:2000:OVF, |
---|
1170 | author = "Ulf Assarsson and Tomas M{\"o}ller", |
---|
1171 | title = "Optimized View Frustum Culling Algorithms for Bounding |
---|
1172 | Boxes", |
---|
1173 | journal = "Journal of Graphics Tools: JGT", |
---|
1174 | volume = "5", |
---|
1175 | number = "1", |
---|
1176 | pages = "9--22", |
---|
1177 | year = "2000", |
---|
1178 | coden = "JGTOFD", |
---|
1179 | ISSN = "1086-7651", |
---|
1180 | bibdate = "Thu Oct 12 17:08:13 2000", |
---|
1181 | url = "http://www.acm.org/jgt/papers/AssarssonMoller00/", |
---|
1182 | abstract = "This paper presents optimizations for faster view |
---|
1183 | frustum culling (VFC) for axis-aligned bounding box |
---|
1184 | (AABB) and oriented bounding box (OBB) hierarchies. We |
---|
1185 | exploit frame-to-frame coherency by caching and by |
---|
1186 | comparing against previous distances and rotation |
---|
1187 | angles. By using an octant test, we potentially halve |
---|
1188 | the number of plane tests needed, and we also evaluate |
---|
1189 | masking, which is a well-known technique. The |
---|
1190 | optimizations can be used for arbitrary bounding |
---|
1191 | volumes, but we present only results for ABBs and OBBs. |
---|
1192 | In particular, we provide solutions which are 2-11 |
---|
1193 | times faster than other VFC algorithms for AABBs and |
---|
1194 | OBBs, depending on the circumstances.", |
---|
1195 | acknowledgement = ack-nhfb, |
---|
1196 | } |
---|
1197 | |
---|
1198 | @InProceedings{Wonka:1999:OSF, |
---|
1199 | author = "Peter Wonka and Dieter Schmalstieg", |
---|
1200 | title = "Occluder Shadows for Fast Walkthroughs of Urban |
---|
1201 | Environments", |
---|
1202 | booktitle = "Computer Graphics Forum (Proceedings of EUROGRAPHICS '99)", |
---|
1203 | month = sep, |
---|
1204 | year = "1999", |
---|
1205 | optpublisher = "Blackwell Publishers", |
---|
1206 | pages = "51--60", |
---|
1207 | annote = "This paper describes a new algorithm that employs |
---|
1208 | image-based rendering for fast occlusion culling in |
---|
1209 | complex urban environments. It exploits graphics |
---|
1210 | hardware to render and automatically combine a |
---|
1211 | relatively large set of occluders. The algorithm is |
---|
1212 | fast to calculate and therefore also useful for scenes |
---|
1213 | of moderate complexity and walkthroughs with over 20 |
---|
1214 | frames per second. Occlusion is calculated dynamically |
---|
1215 | and does not rely on any visibility precalculation or |
---|
1216 | occluder preselection. Speed-ups of one order of |
---|
1217 | magnitude can be obtained.", |
---|
1218 | } |
---|
1219 | |
---|
1220 | @Book{Moller99-RTR, |
---|
1221 | author = "Tomas M{\"o}ller and Eric Haines", |
---|
1222 | year = "1999", |
---|
1223 | title = "Real-Time Rendering", |
---|
1224 | publisher = "A. K. Peters Limited", |
---|
1225 | } |
---|
1226 | |
---|
1227 | @InProceedings{Chrysanthou:1995:SVB, |
---|
1228 | author = "Yiorgos Chrysanthou and Mel Slater", |
---|
1229 | title = "Shadow Volume {BSP} Trees for Computation of Shadows |
---|
1230 | in Dynamic Scenes", |
---|
1231 | editor = "Pat Hanrahan and Jim Winget", |
---|
1232 | pages = "45--50", |
---|
1233 | booktitle = "1995 Symposium on Interactive {3D} Graphics", |
---|
1234 | year = "1995", |
---|
1235 | organization = "ACM SIGGRAPH", |
---|
1236 | month = apr, |
---|
1237 | note = "ISBN 0-89791-736-7", |
---|
1238 | } |
---|
1239 | |
---|
1240 | @ARTICLE{Crow77, |
---|
1241 | AUTHOR={Franklin C. Crow}, |
---|
1242 | TITLE={Shadow Algorithms for Computer Graphics}, |
---|
1243 | JOURNAL={Computer Graphics |
---|
1244 | (SIGGRAPH '77 Proceedings)}, |
---|
1245 | VOLUME={11}, |
---|
1246 | NUMBER={2}, |
---|
1247 | MONTH={Summer}, |
---|
1248 | YEAR={1977}, |
---|
1249 | } |
---|
1250 | |
---|
1251 | |
---|
1252 | @InProceedings{GTHP99, |
---|
1253 | author ="J\'erome Grasset and Olivier Terraz and Jean-Marc Hasenfratz and Dimitri Plemenos", |
---|
1254 | title ="Accurate Scene Display by Using Visibility Maps", |
---|
1255 | booktitle ="Spring Conference on Computer Graphics and its Applications", |
---|
1256 | year ="1999", |
---|
1257 | url ="http://www-imagis.imag.fr/Publications/1999/GTHP99" |
---|
1258 | } |
---|
1259 | |
---|
1260 | |
---|
1261 | @Unpublished{cdd_site, |
---|
1262 | author = {Komei Fukuda}, |
---|
1263 | title = {Cdd home page}, |
---|
1264 | note = {http://www.ifor.math.ethz.ch}, |
---|
1265 | } |
---|
1266 | |
---|
1267 | % note = "http://www.ifor.math.ethz.ch/fukuda/cdd_home/cdd.html", |
---|
1268 | |
---|
1269 | @Unpublished{nvidia_site, |
---|
1270 | author = {NVIDIA corp.}, |
---|
1271 | title = {Graphics hardware specifications.}, |
---|
1272 | note = {http://www.nvidia.com}, |
---|
1273 | } |
---|
1274 | |
---|
1275 | @Unpublished{ati_site, |
---|
1276 | author = {ATI corp.}, |
---|
1277 | title = {Graphics hardware specifications.}, |
---|
1278 | note = {http://www.ati.com}, |
---|
1279 | } |
---|
1280 | |
---|
1281 | |
---|
1282 | %See remarks \cite{Pavlidis:1990:RCS,Wold:1990:RCS}. |
---|
1283 | @Article{Cook:1986:SSC, |
---|
1284 | author = "Robert L. Cook", |
---|
1285 | title = "Stochastic Sampling in Computer Graphics", |
---|
1286 | journal = "ACM Transactions on Graphics", |
---|
1287 | volume = "5", |
---|
1288 | number = "1", |
---|
1289 | pages = "51--72", |
---|
1290 | month = jan, |
---|
1291 | year = "1986", |
---|
1292 | coden = "ATGRDF", |
---|
1293 | ISSN = "0730-0301", |
---|
1294 | bibdate = "Thu Aug 25 23:39:28 1994", |
---|
1295 | note = " |
---|
1296 | Also in Tutorial: Computer Graphics: Image Synthesis, |
---|
1297 | Computer Society Press, Washington, 1988, pp. |
---|
1298 | 283--304.", |
---|
1299 | url = "http://www.acm.org/pubs/toc/Abstracts/0730-0301/8927.html", |
---|
1300 | acknowledgement = ack-nhfb, |
---|
1301 | keywords = "algorithms; antialiasing; depth of field; filtering; |
---|
1302 | image synthesis; Monte Carlo integration; motion blur; |
---|
1303 | raster graphics; ray tracing; stochastic sampling", |
---|
1304 | review = "ACM CR 8709-0784", |
---|
1305 | subject = "{\bf I.3.3}: Computing Methodologies, COMPUTER |
---|
1306 | GRAPHICS, Picture/Image Generation, Viewing algorithms. |
---|
1307 | {\bf G.3}: Mathematics of Computing, PROBABILITY AND |
---|
1308 | STATISTICS, Probabilistic algorithms (including Monte |
---|
1309 | Carlo).", |
---|
1310 | } |
---|
1311 | |
---|
1312 | |
---|
1313 | @ARTICLE{Cohen85, |
---|
1314 | AUTHOR={Michael F. Cohen and Donald P. Greenberg}, |
---|
1315 | TITLE={The Hemi-Cube: A Radiosity Solution for Complex Environments}, |
---|
1316 | JOURNAL={Computer Graphics |
---|
1317 | (SIGGRAPH '85 Proceedings)}, |
---|
1318 | VOLUME={19}, |
---|
1319 | NUMBER={3}, |
---|
1320 | MONTH={July}, |
---|
1321 | YEAR={1985}, |
---|
1322 | PAGES={31-40}, |
---|
1323 | KEYWORDS={shading, diffuse reflection}, |
---|
1324 | } |
---|
1325 | |
---|
1326 | @Article{Sutherland:1974:CTH, |
---|
1327 | author = "Ivan E. Sutherland and Robert F. Sproull and Robert A. |
---|
1328 | Schumacker", |
---|
1329 | title = "A Characterization of Ten Hidden-Surface Algorithms", |
---|
1330 | journal = "ACM Computing Surveys", |
---|
1331 | volume = "6", |
---|
1332 | number = "1", |
---|
1333 | pages = "1--55", |
---|
1334 | month = mar, |
---|
1335 | year = "1974", |
---|
1336 | coden = "CMSVAN", |
---|
1337 | ISSN = "0010-4892", |
---|
1338 | bibdate = "Mon Sep 26 21:02:43 1994", |
---|
1339 | annote = "A classic paper; describes all the major hidden |
---|
1340 | surface algorithms of the time, and gives a |
---|
1341 | classification scheme.", |
---|
1342 | keywords = "parallel processing; survey; visible surfaces", |
---|
1343 | } |
---|
1344 | |
---|
1345 | |
---|
1346 | @Article{Cohen:2002:survey, |
---|
1347 | author = "D. Cohen-Or and Y. Chrysanthou and C. Silva and F. Durand", |
---|
1348 | title = " A Survey of Visibility for Walkthrough Applications", |
---|
1349 | year = "2003", |
---|
1350 | journal = "IEEE Transactions on Visualization and Computer Graphics", |
---|
1351 | volume = "9", |
---|
1352 | number = "3", |
---|
1353 | pages = "412--431" |
---|
1354 | } |
---|
1355 | % note = "Also available as http://www.cs.ucy.ac.cy/\~yiorgos/publications/survey_draft.pdf", |
---|
1356 | |
---|
1357 | @InProceedings{Whitted:1979:IIM, |
---|
1358 | author = "T. Whitted", |
---|
1359 | title = "An improved illumination model for shaded display", |
---|
1360 | pages = "1--14", |
---|
1361 | booktitle = "Computer Graphics (Special SIGGRAPH '79 Issue)", |
---|
1362 | volume = "13", |
---|
1363 | number = "3", |
---|
1364 | year = "1979", |
---|
1365 | month = aug, |
---|
1366 | keywords = "algorithmic aspects, shading, animation/dynamic |
---|
1367 | graphics, shaded images, raster graphics", |
---|
1368 | } |
---|
1369 | |
---|
1370 | |
---|
1371 | @Book{Szirmay-Kalos:1995a, |
---|
1372 | author = "L{\'a}szl{\'o} {Szirmay-Kalos ed.} and G{\'a}bor |
---|
1373 | M{\'a}rton and B. Dobos and T. Horv{\'a}th and P. |
---|
1374 | Risztics and E. Kov{\'a}cs", |
---|
1375 | title = "Theory of Three-Dimensional Computer Graphics", |
---|
1376 | note = "English revision by Ian A. Stroud", |
---|
1377 | publisher = "Akad{\'e}miai Kiad{\'o}", |
---|
1378 | address = "Budapest, Hungary", |
---|
1379 | month = sep, |
---|
1380 | year = "1995", |
---|
1381 | series = "Technical Sciences: Advances in Electronics", |
---|
1382 | volume = "13", |
---|
1383 | ISBN = "963-05-6911-6", |
---|
1384 | library = "Uni of Newcastle, Auchmuty Library - 006.6 SZIR", |
---|
1385 | citedby = "\cite{00000192}", |
---|
1386 | } |
---|
1387 | |
---|
1388 | |
---|
1389 | @InProceedings{Catmull:1975:CDC, |
---|
1390 | author = "Edwin E. Catmull", |
---|
1391 | title = "Computer Display of Curved Surfaces", |
---|
1392 | booktitle = "Proceedings of the IEEE Conference on Computer |
---|
1393 | Graphics, Pattern Recognition, and Data Structure", |
---|
1394 | pages = "11--17", |
---|
1395 | year = "1975", |
---|
1396 | month = may, |
---|
1397 | conference = "held in Los Angeles; 14-16 May 1975", |
---|
1398 | keywords = "curves and surfaces, design and modeling, graphics, |
---|
1399 | algorithms", |
---|
1400 | } |
---|
1401 | |
---|
1402 | @Book{Weisstein:1999:CCE, |
---|
1403 | author = "Eric W. Weisstein", |
---|
1404 | title = "The {CRC} Concise Encyclopedia of Mathematics", |
---|
1405 | publisher = "CRC Press", |
---|
1406 | address = "2000 N.W. Corporate Blvd., Boca Raton, FL 33431-9868, |
---|
1407 | USA", |
---|
1408 | pages = "1969", |
---|
1409 | year = "1999", |
---|
1410 | ISBN = "0-8493-9640-9", |
---|
1411 | LCCN = "QA5.W45 1999", |
---|
1412 | bibdate = "Tue Apr 13 06:58:01 1999", |
---|
1413 | price = "US\$79.95", |
---|
1414 | acknowledgement = ack-mg, |
---|
1415 | annote = "From Michel Goossens: ``This is a marvelous book for |
---|
1416 | all (of us) who like mathematics. It might be |
---|
1417 | interesting to note the quote from the start of the |
---|
1418 | Acknowledgements, where the author spends a whole |
---|
1419 | paragraph thanking Knuth for inventing \TeX{} (he |
---|
1420 | started his book some ten years ago in Word \ldots{}), |
---|
1421 | without which he could never have published his book. |
---|
1422 | He also thanks Trevorrow (for Oz\TeX) and Drakos and |
---|
1423 | Ross (for \LaTeX2HTML). His whole book is on the Web |
---|
1424 | (with {\tt l2h}) |
---|
1425 | \path=http://www.astro.virginia.edu/~eww6n/math/= |
---|
1426 | (Eric's Treasure Troves of Science), although often the |
---|
1427 | site is unavailable due to the many downlaod |
---|
1428 | requests.''", |
---|
1429 | } |
---|
1430 | |
---|
1431 | @InProceedings{EVL-2001-66, |
---|
1432 | year = "2001", |
---|
1433 | title = "Searching Triangle Strips Guided by Simplification |
---|
1434 | Criterion", |
---|
1435 | author = "O. Belmonte and J. Ribelles and I. Remolar and M. |
---|
1436 | Chover", |
---|
1437 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2001-66", |
---|
1438 | abstract = "Triangle strips are widely used as a method to |
---|
1439 | accelerate the visualisation process of polygon models |
---|
1440 | in interactive graphics applications. Another widely |
---|
1441 | used method to improve drawing speed is the utilisation |
---|
1442 | of multiresolution models. These models are constructed |
---|
1443 | based on simplification algorithms. None of the current |
---|
1444 | algorithms for searching strips contemplates the |
---|
1445 | posterior simplification of the initial model. In this |
---|
1446 | paper an algorithm for searching strips is presented. |
---|
1447 | The triangles forming a strip are selected based on a |
---|
1448 | simplification criterion according to the average |
---|
1449 | quadratic error associated with the contraction of |
---|
1450 | edges so that the model is simplified. In this manner |
---|
1451 | the strips encountered are conserved as the model is |
---|
1452 | being simplified. The strips generated in this way may |
---|
1453 | be used to draw the polygon model in an incremental |
---|
1454 | form or to transmit it progressively within a computer |
---|
1455 | network.", |
---|
1456 | editor = "V. Skala", |
---|
1457 | keywords = "Triangle strip searching, interactive visualisation, |
---|
1458 | simplification algorithms, multiresolution models.", |
---|
1459 | booktitle = "WSCG 2001 Conference Proceedings", |
---|
1460 | } |
---|
1461 | |
---|
1462 | |
---|
1463 | @InProceedings{EVL-2001-262, |
---|
1464 | pages = "91--100", |
---|
1465 | year = "2001", |
---|
1466 | title = "Tunneling for Triangle Strips in Continuous |
---|
1467 | Level-of-Detail Meshes", |
---|
1468 | author = "A. James Stewart", |
---|
1469 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2001-262", |
---|
1470 | abstract = "This paper describes a method of building and |
---|
1471 | maintaining a good set of triangle strips for both |
---|
1472 | static and continuous level-of-detail (CLOD) meshes. |
---|
1473 | For static meshes, the strips are better than those |
---|
1474 | computed by the classic SGI and STRIPE algorithms. For |
---|
1475 | CLOD meshes, the strips are maintained incrementally as |
---|
1476 | the mesh topology changes. The incremental changes are |
---|
1477 | fast and the number of strips is kept very small.", |
---|
1478 | editor = "B. Watson and J. W. Buchanan", |
---|
1479 | booktitle = "Proceedings of Graphics Interface", |
---|
1480 | } |
---|
1481 | |
---|
1482 | |
---|
1483 | @InProceedings{EVL-1996-290, |
---|
1484 | pages = "319--326", |
---|
1485 | year = "1996", |
---|
1486 | title = "Optimizing Triangle Strips for Fast Rendering", |
---|
1487 | author = "Francine Evans and Steven S. Skiena and Amitabh |
---|
1488 | Varshney", |
---|
1489 | url = "http://visinfo.zib.de/EVlib/Show?EVL-1996-290", |
---|
1490 | abstract = "Almost all scientific visualization involving surfaces |
---|
1491 | is currently do ne via triangles. The speed at which |
---|
1492 | such triangulated surfaces can be displayed is crucial |
---|
1493 | to interactive visualization and is bounded by the rate |
---|
1494 | at which triangulated data can be sent to the graphics |
---|
1495 | subsystem for rendering. Partitioning polygonal models |
---|
1496 | into triangle strips can significantly reduce rendering |
---|
1497 | times over transmitting each triangle individually. In |
---|
1498 | this paper, we present new and efficient algorithms for |
---|
1499 | constructing triangle strips from partially |
---|
1500 | triangulated models, and experimental results showing |
---|
1501 | these strips are 10--30\% better than those from |
---|
1502 | previous codes. Further, we study the impact of larger |
---|
1503 | buffer sizes and various queuing disciplines on the |
---|
1504 | effectiveness of triangle strips.", |
---|
1505 | organization = "IEEE", |
---|
1506 | editor = "Roni Yagel and Gregory M. Nielson", |
---|
1507 | booktitle = "IEEE Visualization '96", |
---|
1508 | } |
---|
1509 | |
---|
1510 | |
---|
1511 | @TechReport{ESV_triangle96, |
---|
1512 | author = {F. Evans and S. Skiena and A. Varshney}, |
---|
1513 | title = {Completing sequential triangulations is hard}, |
---|
1514 | institution = {Dept. of Computer Science, State University of New York at Stony Brook}, |
---|
1515 | year = {1996}, |
---|
1516 | } |
---|
1517 | |
---|
1518 | |
---|
1519 | |
---|
1520 | @Article{Jones:1971:NAL, |
---|
1521 | author = "C. B. Jones", |
---|
1522 | title = "A New Approach to the `Hidden Line' Problem", |
---|
1523 | year = "1971", |
---|
1524 | month = aug, |
---|
1525 | journal = "Computer Journal", |
---|
1526 | volume = "14", |
---|
1527 | number = "3", |
---|
1528 | pages = "232--237", |
---|
1529 | keywords = "hidden surface", |
---|
1530 | } |
---|
1531 | |
---|
1532 | @InProceedings{Durand_CVPUEP2000, |
---|
1533 | author = "Fr{\Ž{e}}do Durand and George Drettakis and Jo{\"e}lle |
---|
1534 | Thollot and Claude Puech", |
---|
1535 | title = "Conservative Visibility Preprocessing Using Extended |
---|
1536 | Projections", |
---|
1537 | pages = "239--248", |
---|
1538 | editor = "Sheila Hoffmeyer", |
---|
1539 | booktitle = "Proceedings of the Computer Graphics Conference 2000 |
---|
1540 | ({SIGGRAPH}-00)", |
---|
1541 | month = jul # " ~23--28", |
---|
1542 | publisher = "ACMPress", |
---|
1543 | address = "New York", |
---|
1544 | year = "2000", |
---|
1545 | } |
---|
1546 | |
---|
1547 | |
---|
1548 | @InProceedings{Hudson97, |
---|
1549 | author = "T. Hudson and D. Manocha and J. Cohen and M. Lin and K. Hoff and H. Zhang", |
---|
1550 | title = "Accelerated Occlusion Culling using Shadow Frusta", |
---|
1551 | year = "1997", |
---|
1552 | booktitle = "Proceedings of the Thirteenth ACM Symposium on |
---|
1553 | Computational Geometry", |
---|
1554 | pages = "1--10", |
---|
1555 | publisher = "ACM Press" |
---|
1556 | |
---|
1557 | } |
---|
1558 | |
---|
1559 | |
---|
1560 | |
---|
1561 | @InProceedings{Greene:1996:HPT, |
---|
1562 | author = "Ned Greene", |
---|
1563 | title = "Hierarchical Polygon Tiling with Coverage Masks", |
---|
1564 | pages = "65--74", |
---|
1565 | booktitle = "Proceedings of SIGGRAPH '96", |
---|
1566 | year = "1996", |
---|
1567 | month = aug, |
---|
1568 | abstract = "We present a novel polygon tiling algorithm in which |
---|
1569 | recursive subdivision of image space is driven by |
---|
1570 | coverage masks that classify a convex |
---|
1571 | polygon as |
---|
1572 | inside, outside, or intersecting cells in an image |
---|
1573 | hierarchy. This approach permits Warnock-style |
---|
1574 | subdivision with its |
---|
1575 | logarithmic search properties to |
---|
1576 | be driven very efficiently by bit-mask operations. The |
---|
1577 | resulting hierarchical polygon tiling algorithm |
---|
1578 | performs subdivision and |
---|
1579 | visibility computations very |
---|
1580 | rapidly while only visiting cells in the image |
---|
1581 | hierarchy that are crossed by visible |
---|
1582 | edges in the |
---|
1583 | output image. Visible samples are never overwritten. At |
---|
1584 | 512x512 resolution, the algorithm tiles as |
---|
1585 | rapidly as |
---|
1586 | traditional incremental scan conversion, and at high |
---|
1587 | resolution (e.g. 4096x4096) it is much |
---|
1588 | faster, making |
---|
1589 | it well suited to antialiasing by oversampling and |
---|
1590 | filtering. For densely occluded scenes, we combine |
---|
1591 | hierarchical tiling with |
---|
1592 | the {\"h}ierarchical |
---|
1593 | visibility{\" }algorithm to enable hierarchical |
---|
1594 | object-space culling. When we tested this combination |
---|
1595 | on a densely occluded |
---|
1596 | model, it computed visibility on |
---|
1597 | a 4096x4096 grid as rapidly as hierarchical z-buffering |
---|
1598 | tiled a 512x512 grid, and it effectively antialiased |
---|
1599 | scenes containing |
---|
1600 | hundreds of thousands of visible |
---|
1601 | polygons. The algorithm requires strict front-to-back |
---|
1602 | traversal of polygons, so we represent a |
---|
1603 | scene as a BSP |
---|
1604 | tree or as an octree of BSP trees. When maintaining |
---|
1605 | depth order of polygons is not convenient, |
---|
1606 | we combine |
---|
1607 | hierarchical tiling with hierarchical z-buffering, |
---|
1608 | resorting to z-buffering only in regions |
---|
1609 | of the screen |
---|
1610 | where the closest object is not encountered first.", |
---|
1611 | } |
---|
1612 | |
---|
1613 | @InProceedings{thibault87a, |
---|
1614 | author = "William C. Thibault and Bruce F. Naylor", |
---|
1615 | title = "Set Operations on Polyhedra Using Binary Space |
---|
1616 | Partitioning Trees", |
---|
1617 | pages = "153--162", |
---|
1618 | booktitle = "Proceedings of SIGGRAPH '87", |
---|
1619 | volume = "21", |
---|
1620 | year = "1987", |
---|
1621 | month = jul, |
---|
1622 | keywords = "polyhedra, set operations, geometric modeling, |
---|
1623 | geometric search, point location", |
---|
1624 | } |
---|
1625 | |
---|
1626 | |
---|
1627 | |
---|
1628 | |
---|
1629 | |
---|
1630 | @Article{Plantinga85, |
---|
1631 | author = "W. H. Plantinga and C. R. Dyer", |
---|
1632 | title = "An Algorithm for Constructing the Aspect Graph", |
---|
1633 | journal = "CS TR", |
---|
1634 | volume = "627", |
---|
1635 | publisher = "UNIV of Wisconsin --- Madison", |
---|
1636 | month = dec, |
---|
1637 | year = "1985", |
---|
1638 | } |
---|
1639 | |
---|
1640 | @InProceedings{Crawford85, |
---|
1641 | author = "C. G. Crawford", |
---|
1642 | title = "Aspect Graphs and Robot Vision", |
---|
1643 | year = "1985", |
---|
1644 | booktitle = "Proceedings, {CVPR} '85 ({IEEE} Computer Society |
---|
1645 | Conference on Computer Vision and Pattern Recognition, |
---|
1646 | San Francisco, {CA}, |
---|
1647 | June 10--13, 1985)", |
---|
1648 | publisher = "IEEE", |
---|
1649 | organization = "IEEE", |
---|
1650 | series = "IEEE Publ. 85CH2145-1.", |
---|
1651 | institution = "USNA", |
---|
1652 | pages = "382--384", |
---|
1653 | keywords = "IMAGE PART FORM, LARGE DIMENSIONALITY", |
---|
1654 | } |
---|
1655 | |
---|
1656 | @Article{PLA90, |
---|
1657 | author = "H. Plantinga and C. Dyer", |
---|
1658 | title = "Visibility, Occlusion, and the Aspect Graph", |
---|
1659 | journal = "International Journal of Computer Vision", |
---|
1660 | volume = "5", |
---|
1661 | number = "2", |
---|
1662 | year = "1990", |
---|
1663 | pages = "137--160", |
---|
1664 | } |
---|
1665 | |
---|
1666 | @InProceedings{FOCS86*123, |
---|
1667 | author = "W. H. Plantinga and C. R. Dyer", |
---|
1668 | title = "An Algorithm for Constructing the Aspect Graph", |
---|
1669 | pages = "123--131", |
---|
1670 | booktitle = "27th Annual Symposium on Foundations of Computer |
---|
1671 | Science", |
---|
1672 | ISBN = "0-8186-0740-8", |
---|
1673 | month = oct, |
---|
1674 | publisher = "IEEE Computer Society Press", |
---|
1675 | address = "Los Angeles, Ca., USA", |
---|
1676 | year = "1986", |
---|
1677 | } |
---|
1678 | |
---|
1679 | @InProceedings{egger92, |
---|
1680 | title = "The scale space aspect graph", |
---|
1681 | author = "D. W. Eggert and K. W. |
---|
1682 | Bowyer and C. R. Dyer and H. I. |
---|
1683 | Christensen and D. B. Goldgof", |
---|
1684 | booktitle = "Proceedings. 1992 IEEE Computer Society |
---|
1685 | Conference on |
---|
1686 | Computer Vision and Pattern Recognition (Cat. |
---|
1687 | No.92CH3168-2)", |
---|
1688 | pages = "335--40", |
---|
1689 | publisher = "IEEE Comput. Soc. |
---|
1690 | Press Los Alamitos, CA, USA", |
---|
1691 | year = "1992", |
---|
1692 | organization = "IEEE", |
---|
1693 | } |
---|
1694 | |
---|
1695 | @Article{EggertDavi1993a, |
---|
1696 | author = "David W. Eggert and Kevin W. Bowyer and Charles R. |
---|
1697 | Dyer and Henrik I. Christensen and Dmitry B. Goldgof", |
---|
1698 | journal = "Pattern Analysis and Machine Intelligence", |
---|
1699 | title = "The Scale Space Aspect Graph", |
---|
1700 | year = "1993", |
---|
1701 | document-size = "359.5 kbytes", |
---|
1702 | url = |
---|
1703 | "ftp://ftp.cs.wisc.edu/computer-vision/pami93-eggert.ps.Z", |
---|
1704 | month = nov, |
---|
1705 | number = "11", |
---|
1706 | pages = "1114--1130", |
---|
1707 | volume = "15", |
---|
1708 | scope = "model", |
---|
1709 | } |
---|
1710 | |
---|
1711 | @TechReport{MIT-LCS//MIT/LCS/TR-612, |
---|
1712 | author = "S. Teng", |
---|
1713 | title = "Combinational Aspects of Geometric Graphs", |
---|
1714 | institution = "Massachusetts Institute of Technology, |
---|
1715 | Laboratory for |
---|
1716 | Computer Science", |
---|
1717 | type = "Technical Report", |
---|
1718 | number = "MIT-LCS//MIT/LCS/TR-612", |
---|
1719 | pages = "13", |
---|
1720 | month = may, |
---|
1721 | year = "1994", |
---|
1722 | abstract = "As a special case of our main |
---|
1723 | result, we show that for |
---|
1724 | all L$>$0, each k-nearest neighborhood graph in d |
---|
1725 | dimensions excludes Kh as a depth in L |
---|
1726 | minor if h=W |
---|
1727 | (Ld-1). More generally, we prove that the overlap |
---|
1728 | graphs defined by Miller, Teng, Thurston |
---|
1729 | and Vavais |
---|
1730 | [18] have this combinatorial property. By a |
---|
1731 | construction of Plotkin, Rao and Smith |
---|
1732 | [23], our result |
---|
1733 | implies that overlap graphs have {"}good{"} cut-covers, |
---|
1734 | answering an open question of Kaklamanis, |
---|
1735 | Krizanc and |
---|
1736 | Rao [12]. Consequently, overlap graphs can be emulated |
---|
1737 | on hypercube graphs with a constant factor |
---|
1738 | of slow down |
---|
1739 | and on butterfly graphs with a factor of O(log*n) slow |
---|
1740 | down. Therefore, computations on overlap |
---|
1741 | graphs, such |
---|
1742 | as finite-element and finite-difference methods on |
---|
1743 | {"}well-conditioned{"} meshes and image |
---|
1744 | processing on |
---|
1745 | k- nearest neighborhood graphs, can be performed on |
---|
1746 | hypercubic parallel machines with linear |
---|
1747 | speed-up. Our |
---|
1748 | result, in conjunction with a result of Plotkin, Rao |
---|
1749 | and Smith, also yields a combinatorial |
---|
1750 | proof to that |
---|
1751 | overlap graphs have separators of sublinear size. We |
---|
1752 | also show that with high probability, the Delaunay |
---|
1753 | diagram, the relative |
---|
1754 | neighborhood graph and the |
---|
1755 | k-nearest neighborhood graph of a random point set |
---|
1756 | exclude Kh as a depth L minor if h=W(L d/2 |
---|
1757 | log n).", |
---|
1758 | note = "Cost is \$12.", |
---|
1759 | } |
---|
1760 | |
---|
1761 | @InProceedings{Sojka:1995:AGT, |
---|
1762 | author = "E. Sojka", |
---|
1763 | title = "Aspect Graphs of Three Dimensional Scenes", |
---|
1764 | booktitle = "Winter School of Computer Graphics 1995", |
---|
1765 | year = "1995", |
---|
1766 | month = feb, |
---|
1767 | note = "held at University of West Bohemia, Plzen, Czech |
---|
1768 | Republic, 14-18 February 1995", |
---|
1769 | } |
---|
1770 | |
---|
1771 | |
---|
1772 | |
---|
1773 | @Book{Heckbert94-GGF, |
---|
1774 | editor = "Paul Heckbert", |
---|
1775 | year = "1994", |
---|
1776 | title = "Graphics {Gems} {IV}", |
---|
1777 | publisher = "Academic Press Professional", |
---|
1778 | address = "Boston, MA", |
---|
1779 | keywords = "Delaunay triangulation, finite elements, meshing, |
---|
1780 | pixel luminance scaling", |
---|
1781 | comments = "includes useful C and C++ code related to radiosity |
---|
1782 | algorithms (Delaunay triangulation and pixel luminance |
---|
1783 | scaling)", |
---|
1784 | } |
---|
1785 | |
---|
1786 | |
---|
1787 | @InCollection{Greene:1994:DIR, |
---|
1788 | author = "Ned Greene", |
---|
1789 | booktitle = "Graphics Gems IV", |
---|
1790 | title = "Detecting Intersection of a Rectangular Solid and a |
---|
1791 | Convex Polyhedron", |
---|
1792 | publisher = "Academic Press", |
---|
1793 | address = "Boston", |
---|
1794 | pages = "74--82", |
---|
1795 | year = "1994", |
---|
1796 | keywords = "collision detection, octree, computational geometry", |
---|
1797 | summary = "Presents an optimized technique to test for |
---|
1798 | intersection between a convex polyhedron and a box. |
---|
1799 | This is useful when comparing bounding boxes against a |
---|
1800 | viewing frustum in a rendering program, for instance. |
---|
1801 | Contains pseudocode.", |
---|
1802 | } |
---|
1803 | |
---|
1804 | @InProceedings{Chen:1996:FPA, |
---|
1805 | author = "{Han-Ming} Chen and {Wen-Teng} Wang", |
---|
1806 | title = "The Feudal Priority Algorithm on Hidden-Surface |
---|
1807 | Removal", |
---|
1808 | pages = "55--64", |
---|
1809 | booktitle = "Proceedings of SIGGRAPH '96", |
---|
1810 | year = "1996", |
---|
1811 | month = aug, |
---|
1812 | abstract = "Development of a real-time shaded rendering approach |
---|
1813 | for a frequently changing viewpoint or view vector is |
---|
1814 | very important in the simulation of 3-D objects in |
---|
1815 | Computer-Aided Design. A new approach is proposed in |
---|
1816 | this paper to meet this demand in a very efficient |
---|
1817 | manner. A pre-processing phase, in which a feudal |
---|
1818 | priority tree is established for all polygons of an |
---|
1819 | object, and a post-processing phase, in which a |
---|
1820 | rendering priority list is searched for from the feudal |
---|
1821 | priority tree for a new viewpoint or view vector, are |
---|
1822 | included in our approach. The most time-consuming work |
---|
1823 | is finished in the pre-processing phase which only has |
---|
1824 | to be executed once for an object, and the relatively |
---|
1825 | simple task is left to the post-processing phase, which |
---|
1826 | is repeated when the viewpoint or view vector is |
---|
1827 | changed. For the pre-processing phase, a static version |
---|
1828 | and a dynamic version are proposed in this paper. The |
---|
1829 | one-way priority relations of all polygons are computed |
---|
1830 | in the former part of the dynamic pre-processing in a |
---|
1831 | more efficient way than that in the static |
---|
1832 | pre-processing, but the latter part of the dynamic |
---|
1833 | pre-processing is still based on the static |
---|
1834 | pre-processing. A new concept of {\"a}bsolute |
---|
1835 | priority{\" }is introduced to systematically reduce the |
---|
1836 | polygons in which a separating plane is to be searched |
---|
1837 | for so the probability of finding the separating plane |
---|
1838 | is much increased. This is the basis to implement |
---|
1839 | another important concept of {\"s}eparating before |
---|
1840 | splitting{\" }by which the polygon splittings are much |
---|
1841 | reduced. Hence the efficiency in the pre-processing and |
---|
1842 | the post-processing phases is highly increased.", |
---|
1843 | } |
---|
1844 | |
---|
1845 | |
---|
1846 | |
---|
1847 | |
---|
1848 | |
---|
1849 | |
---|
1850 | @InProceedings{Zhang97, |
---|
1851 | title = "Visibility Culling Using Hierarchical Occlusion Maps", |
---|
1852 | language = "en", |
---|
1853 | month = aug, |
---|
1854 | editor = "Turner Whitted", |
---|
1855 | series = "Annual Conference Series", |
---|
1856 | booktitle = "SIGGRAPH 97 Conference Proceedings", |
---|
1857 | publisher = "Addison Wesley", |
---|
1858 | pages = "77--88", |
---|
1859 | year = "1997", |
---|
1860 | url = "http://visinfo.zib.de/EVlib/Show?EVL-1997-147", |
---|
1861 | author = "Hansong Zhang and Dinesh Manocha and Thomas Hudson and |
---|
1862 | Kenneth E. {Hoff III}", |
---|
1863 | abstract = "We present hierarchical occlusion maps (HOM) for |
---|
1864 | visibility culling on complex models with high depth |
---|
1865 | complexity. The culling algorithm uses an object space |
---|
1866 | bounding volume hierarchy and a hierarchy of image |
---|
1867 | space occlusion maps. Occlusion maps represent the |
---|
1868 | aggregate of projections of the occluders onto the |
---|
1869 | image plane. For each frame, the algorithm selects a |
---|
1870 | small set of objects from the model as occluders and |
---|
1871 | renders them to form an initial occlusion map, from |
---|
1872 | which a hierarchy of occlusion maps is built. The |
---|
1873 | occlusion maps are used to cull away a portion of the |
---|
1874 | model not visible from the current viewpoint. The |
---|
1875 | algorithm is applicable to all models and makes no |
---|
1876 | assumptions about the size, shape, or type of |
---|
1877 | occluders. It supports approximate culling in which |
---|
1878 | small holes in or among occluders can be ignored. The |
---|
1879 | algorithm has been implemented on current graphics |
---|
1880 | systems and has been applied to large models composed |
---|
1881 | of hundreds of thousands of polygons. In practice, it |
---|
1882 | achieves significant speedup in interactive |
---|
1883 | walkthroughs of models with high depth complexity.", |
---|
1884 | organization = "ACM SIGGRAPH", |
---|
1885 | note = "ISBN 0-89791-896-7", |
---|
1886 | keywords = "visibility culling, interactive display, image |
---|
1887 | pyramid, occlusion culling, hierarchical data |
---|
1888 | structures", |
---|
1889 | } |
---|
1890 | |
---|
1891 | |
---|
1892 | @PhdThesis{Durand99-phd, |
---|
1893 | author = "Fr{\'{e}}do Durand", |
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1894 | month = jul, |
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1895 | year = "1999", |
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1896 | title = "3{D} Visibility: Analytical Study and Applications", |
---|
1897 | address = "Grenoble, France", |
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1898 | school = "Universite Joseph Fourier", |
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1899 | } |
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1900 | |
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1901 | |
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1902 | @InProceedings{EVL-2000-60, |
---|
1903 | pages = "239--248", |
---|
1904 | year = "2000", |
---|
1905 | title = "Conservative Visibility Preprocessing Using Extended |
---|
1906 | Projections", |
---|
1907 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2000-60", |
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1908 | author = "Fr{\'{e}}do Durand and George Drettakis and |
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1909 | Jo{\"{e}}lle Thollot and Claude Puech", |
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1910 | abstract = "Visualization of very complex scenes can be |
---|
1911 | significantly accelerated using occlusion culling. In |
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1912 | this paper we present a visibility preprocessing method |
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1913 | which efficiently computes potentially visible geometry |
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1914 | for volumetric viewing cells. We introduce novel |
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1915 | extended projection operators, which permits efficient |
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1916 | and conservative occlusion culling with respect to all |
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1917 | viewpoints within a cell, and takes into account the |
---|
1918 | combined occlusion effect of multiple occluders. We use |
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1919 | extended projection of occluders onto a set of |
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1920 | projection planes to create extended occlusion maps; we |
---|
1921 | show how to efficiently test occludees against these |
---|
1922 | occlusion maps to determine occlusion with respect to |
---|
1923 | the entire cell. We also present an improved projection |
---|
1924 | operator for certain specific but important |
---|
1925 | configurations. An important advantage of our approach |
---|
1926 | is that we can re-project extended projections onto a |
---|
1927 | series of projection planes (via an occlusion sweep), |
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1928 | and accumulate occlusion information from multiple |
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1929 | blockers. This new approach allows the creation of |
---|
1930 | effective occlusion maps for previously hard-to-treat |
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1931 | scenes such as leaves of trees in a forest. Graphics |
---|
1932 | hardware is used to accelerate both the extended |
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1933 | projection and reprojection operations. We present a |
---|
1934 | complete implementation demonstrating significant |
---|
1935 | speedup with respect to view-frustum culling only, |
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1936 | without the computational overhead of on-line occlusion |
---|
1937 | culling", |
---|
1938 | keywords = "Occlusion culling, visibility determination, PVS", |
---|
1939 | booktitle = "Computer Graphics (Proceedings of SIGGRAPH 2000)", |
---|
1940 | } |
---|
1941 | |
---|
1942 | @InProceedings{scg97*421, |
---|
1943 | author = "S. Rivi{\`e}re", |
---|
1944 | title = "Dynamic visibility in polygonal scenes with the |
---|
1945 | visibility complex", |
---|
1946 | pages = "421--423", |
---|
1947 | ISBN = "0-89791-878-9", |
---|
1948 | booktitle = "Proceedings of the 13th International Annual Symposium |
---|
1949 | on Computational Geometry ({SCG}-97)", |
---|
1950 | month = jun # "~4--6", |
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1951 | publisher = "ACM Press", |
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1952 | address = "New York", |
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1953 | year = "1997", |
---|
1954 | } |
---|
1955 | |
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1956 | @InProceedings{SWAT::Vegter1990, |
---|
1957 | title = "The Visibility Diagram: a Data Structure for |
---|
1958 | Visibility Problems and Motion Planning", |
---|
1959 | author = "Gert Vegter", |
---|
1960 | booktitle = "{SWAT} 90, 2nd Scandinavian Workshop on Algorithm |
---|
1961 | Theory", |
---|
1962 | year = "1990", |
---|
1963 | series = "Lecture Notes in Computer Science", |
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1964 | volume = "447", |
---|
1965 | publisher = "Springer", |
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1966 | pages = "97--110", |
---|
1967 | } |
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1968 | |
---|
1969 | @Article{Welzl:1985:CVG, |
---|
1970 | author = "Emo Welzl", |
---|
1971 | title = "Constructing the Visibility Graph for $n$-Line |
---|
1972 | Segments in ${O}(n^2)$ Time", |
---|
1973 | journal = "Information Processing Letters", |
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1974 | volume = "20", |
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1975 | number = "4", |
---|
1976 | pages = "167--171", |
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1977 | day = "10", |
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1978 | month = may, |
---|
1979 | year = "1985", |
---|
1980 | coden = "IFPLAT", |
---|
1981 | ISSN = "0020-0190", |
---|
1982 | mrclass = "68U05", |
---|
1983 | mrnumber = "86m:68135", |
---|
1984 | bibdate = "Wed Nov 11 12:16:26 MST 1998", |
---|
1985 | acknowledgement = ack-nhfb, |
---|
1986 | affiliation = "Leiden State Univ, Inst of Applied Mathematics \& |
---|
1987 | Computer Science, Leiden, Neth", |
---|
1988 | affiliationaddress = "Leiden State Univ, Inst of Applied Mathematics |
---|
1989 | \& Computer Science, Leiden, Neth", |
---|
1990 | classification = "723; 921; C1160 (Combinatorial mathematics); C4190 |
---|
1991 | (Other numerical methods)", |
---|
1992 | corpsource = "Inst. for Inf. Proc., Tech. Univ. of Graz, Austria", |
---|
1993 | journalabr = "Inf Process Lett", |
---|
1994 | keywords = "computational geometry; computer programming --- |
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1995 | Algorithms; Graph Theory; graph theory; line segments; |
---|
1996 | mathematical techniques; n-line segments; |
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1997 | nontransparent obstacles; O(n/sup 2/) time; shortest |
---|
1998 | path; undirected graph; visibility graph", |
---|
1999 | pubcountry = "Netherlands A01", |
---|
2000 | treatment = "T Theoretical or Mathematical", |
---|
2001 | } |
---|
2002 | |
---|
2003 | @InProceedings{EVL-2000-59, |
---|
2004 | pages = "229--238", |
---|
2005 | year = "2000", |
---|
2006 | title = "Conservative Volumetric Visibility with Occluder |
---|
2007 | Fusion", |
---|
2008 | author = "Gernot Schaufler and Julie Dorsey and Xavier Decoret |
---|
2009 | and Fran{\c{c}}ois X. Sillion", |
---|
2010 | url = "http://visinfo.zib.de/EVlib/Show?EVL-2000-59", |
---|
2011 | abstract = "Visibility determination is a key requirement in a |
---|
2012 | wide range of graphics algorithms. This paper |
---|
2013 | introduces a new approach to the computation of volume |
---|
2014 | visibility, the detection of occluded portions of space |
---|
2015 | as seen from a given region. The method is conservative |
---|
2016 | and classifies regions as occluded only when they are |
---|
2017 | guaranteed to be invisible. It operates on a discrete |
---|
2018 | representation of space and uses the opaque interior of |
---|
2019 | objects as occluders. This choice of occluders |
---|
2020 | facilitates their extension into adjacent opaque |
---|
2021 | regions of space, in essence maximizing their size and |
---|
2022 | impact. Our method efficiently detects and represents |
---|
2023 | the regions of space hidden by such occluders. It is |
---|
2024 | the first one to use the property that occluders can |
---|
2025 | also be extended into empty space provided this space |
---|
2026 | is itself occluded from the viewing volume. This proves |
---|
2027 | extremely effective for computing the occlusion by a |
---|
2028 | set of occluders, effectively realizing occluder |
---|
2029 | fusion. An auxiliary data structure represents |
---|
2030 | occlusion in the scene and can then be queried to |
---|
2031 | answer volume visibility questions. We demonstrate the |
---|
2032 | applicability to visibility preprocessing for real-time |
---|
2033 | walkthroughs and to shadow-ray acceleration for |
---|
2034 | extended light sources in ray tracing, with significant |
---|
2035 | acceleration in both cases.", |
---|
2036 | booktitle = "Computer Graphics (Proceedings of SIGGRAPH 2000)", |
---|
2037 | } |
---|
2038 | |
---|
2039 | @Book{Stolfi:1991:OPG, |
---|
2040 | author = "J. Stolfi", |
---|
2041 | title = "Oriented Projective Geometry: {A} Framework for |
---|
2042 | Geometric Computations", |
---|
2043 | publisher = "Academic Press", |
---|
2044 | year = "1991", |
---|
2045 | } |
---|
2046 | |
---|
2047 | |
---|
2048 | @InProceedings{wonka00, |
---|
2049 | pages = "71--82", |
---|
2050 | year = "2000", |
---|
2051 | title = "Visibility Preprocessing with Occluder Fusion for Urban |
---|
2052 | Walkthroughs", |
---|
2053 | author = "Peter Wonka and Michael Wimmer and Dieter Schmalstieg", |
---|
2054 | booktitle = "Proceedings of EUROGRAPHICS Workshop on Rendering", |
---|
2055 | } |
---|
2056 | |
---|
2057 | |
---|
2058 | @InProceedings{koltun00, |
---|
2059 | year = "2000", |
---|
2060 | title = "Virtual Occluders: |
---|
2061 | An Efficient Intermediate PVS Representation", |
---|
2062 | author = "Vladlen Koltun and Yiorgos Chrysanthou and Daniel Cohen-Or", |
---|
2063 | booktitle = "Proceedings of EUROGRAPHICS Workshop on Rendering", |
---|
2064 | } |
---|
2065 | |
---|
2066 | |
---|
2067 | @Article{Cho:1999:IRT, |
---|
2068 | author = "Franklin S. Cho and David Forsyth", |
---|
2069 | title = "Interactive ray tracing with the visibility complex", |
---|
2070 | journal = "Computers and Graphics", |
---|
2071 | volume = "23", |
---|
2072 | number = "5", |
---|
2073 | pages = "703--717", |
---|
2074 | month = oct, |
---|
2075 | year = "1999", |
---|
2076 | coden = "COGRD2", |
---|
2077 | ISSN = "0097-8493", |
---|
2078 | bibdate = "Sat Oct 21 14:27:20 MDT 2000", |
---|
2079 | 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", |
---|
2080 | acknowledgement = ack-nhfb, |
---|
2081 | } |
---|
2082 | |
---|
2083 | |
---|
2084 | @InProceedings{koltun01, |
---|
2085 | year = "2001", |
---|
2086 | title = "Hardware-Accelerated From-Region Visibility Using a Dual Ray Space", |
---|
2087 | author = "Vladlen Koltun and Yiorgos Chrysanthou and Daniel Cohen-Or", |
---|
2088 | booktitle = "Proceedings of the 12th EUROGRAPHICS Workshop on Rendering", |
---|
2089 | } |
---|