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1@TechReport{Hillesland02,
2  author =       "Karl Hillesland and Brian Salomon and Anselmo Lastra
3                 and Dinesh Manocha",
4  title =        "Fast and Simple Occlusion Culling Using Hardware-Based
5                 Depth Queries",
6  institution =  "Department of Computer Science, University of North
7                 Carolina - Chapel Hill",
8  number =       "TR02-039",
9  month =        sep # " 12",
10  year =         "2002",
11  URL =          "ftp://ftp.cs.unc.edu/pub/publications/techreports/02-039.pdf",
12}
13
14@Article{Staneker:2004:OCO,
15  author =       "Dirk Staneker and Dirk Bartz and Wolfgang
16                 Stra{\ss}er",
17  title =        "Occlusion Culling in {OpenSG PLUS}",
18  journal =      "Computers and Graphics",
19  volume =       "28",
20  number =       "1",
21  pages =        "87--92",
22  month =        feb,
23  year =         "2004",
24  CODEN =        "COGRD2",
25  ISSN =         "0097-8493",
26  bibdate =      "Tue Jan 27 12:04:28 MST 2004",
27  acknowledgement = ack-nhfb,
28}
29
30
31@InProceedings{Meissner01,
32  author =       "Michael Meissner and Dirk Bartz and Gordon Mueller and
33                 Tobias Huettner and Jens Einighammer",
34  title =        "Generation of Decomposition Hierarchies for Efficient
35                 Occlusion Culling of Large Polygonal Models",
36  pages =        "225--232",
37  booktitle =    "Proceedings of the Vision Modeling and Visualization
38                 Conference 2001",
39  month =        nov # " ~21--23",
40  year =         "2001",
41}
42
43
44@Article{Scott:1998:OVF,
45  author =       "N. D. Scott and D. M. Olsen and E. W. Gannett",
46  title =        "An Overview of the {VISUALIZE fx} Graphics Accelerator
47                 Hardware",
48  journal =      "Hew\-lett-Pack\-ard Journal: technical information
49                 from the laboratories of Hew\-lett-Pack\-ard Company",
50  volume =       "49",
51  number =       "2",
52  pages =        "28--34",
53  month =        may,
54  year =         "1998",
55  CODEN =        "HPJOAX",
56  ISSN =         "0018-1153",
57  bibdate =      "Thu Nov 5 16:08:50 MST 1998",
58  URL =          "http://www.hp.com/hpj/98may/tc-05-98.htm",
59  acknowledgement = ack-nhfb,
60}
61
62@Article{Leyvand:2003:RSF,
63  author =       "Tommer Leyvand and Olga Sorkine and Daniel Cohen-Or",
64  title =        "Ray space factorization for from-region visibility",
65  journal =      "ACM Transactions on Graphics (Proceedings of SIGGRAPH '03)",
66  volume =       "22",
67  number =       "3",
68  pages =        "595--604",
69  month =        jul,
70  year =         "2003",
71}
72
73@InProceedings{Chrysanthou:97,
74  author =       "M. Slater and Y. Chrysanthou",
75  title =        "View Volume Culling Using a Probabilistic Caching
76                 Scheme",
77  pages =        "71--78",
78  booktitle =    "Proceedings of the {ACM} Symposium on Virtual Reality
79                 Software and Technology ({VRST}'97)",
80  optmonth =        sep # "15--17~",
81  publisher =    "ACM Press",
82  optaddress =      "New York",
83  year =         "1997",
84}
85
86@InProceedings{stamminger02,
87  pages =        "557--562",
88  year =         "2002",
89  title =        "Perspective Shadow Maps",
90  author =       "Marc Stamminger and George Drettakis",
91  abstract =     "Shadow maps are probably the most widely used means
92                 for the generation of shadows, despite their well known
93                 aliasing problems. In this paper we introduce
94                 perspective shadow maps, which are generated in
95                 normalized device coordinate space, i.e., after
96                 perspective transformation. This results in important
97                 reduction of shadow map aliasing with almost no
98                 overhead. We correctly treat light source
99                 transformations and show how to include all objects
100                 which cast shadows in the transformed space.
101                 Perspective shadow maps can directly replace standard
102                 shadow maps for interactive hardware accelerated
103                 rendering as well as in high-quality, offline
104                 renderers.",
105  keywords =     "Frame Buffer Algorithms, Graphics Hardware,
106                 Illumination, Level of Detail Algorithms, Rendering,
107                 Shadow Algorithms",
108  booktitle =    "SIGGRAPH 2002 Conference Proceedings",
109  publisher =    "ACM Press/ ACM SIGGRAPH",
110}
111
112
113@Article{vazquez99,
114  author =       "C. Saona-V{\'a}zquez and I. Navazo and P. Brunet",
115  title =        "The visibility octree: a data structure for {$3$D}
116                 navigation",
117  journal =      "Computers and Graphics",
118  volume =       "23",
119  number =       "5",
120  pages =        "635--643",
121  month =        oct,
122  year =         "1999",
123  coden =        "COGRD2",
124  ISSN =         "0097-8493",
125  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
126  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/28/abstract.html;
127                 http://www.elsevier.nl/gej-ng/10/13/20/24/32/28/article.pdf",
128  acknowledgement = ack-nhfb,
129}
130
131@inproceedings{lloyd02,
132 author = {Brandon Lloyd and Parris Egbert},
133 title = {Horizon occlusion culling for real-time rendering of hierarchical terrains},
134 booktitle = {Proceedings of the conference on Visualization '02},
135 year = {2002},
136 isbn = {0-7803-7498-3},
137 pages = {403--410},
138 location = {Boston, Massachusetts},
139 publisher = {IEEE Press},
140 }
141
142
143@InCollection{wald01_eg,
144  pages =        "153--164",
145  year =         "2001",
146  title =        "Interactive Rendering with Coherent Ray Tracing",
147  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-174",
148  author =       "Ingo Wald and Philipp Slusallek and Carsten Benthin
149                 and Markus Wagner",
150  abstract =     "For almost two decades researchers have argued that
151                 ray tracing will eventually become faster than the
152                 rasterization technique that completely dominates
153                 todays graphics hardware. However, this has not
154                 happened yet. Ray tracing is still exclusively being
155                 used for off-line rendering of photorealistic images
156                 and it is commonly believed that ray tracing is simply
157                 too costly to ever challenge rasterization-based
158                 algorithms for interactive use. However, there is
159                 hardly any scientific analysis that supports either
160                 point of view. In particular there is no evidence of
161                 where the crossover point might be, at which ray
162                 tracing would eventually become faster, or if such a
163                 point does exist at all. This paper provides several
164                 contributions to this discussion: We first present a
165                 highly optimized implementation of a ray tracer that
166                 improves performance by more than an order of magnitude
167                 compared to currently available ray tracers. The new
168                 algorithm make better use of computational resources
169                 such as caches and SIMD instructions and better
170                 exploits image and object space coherence. Secondly, we
171                 show that this software implementation can challenge
172                 and even outperform high-end graphics hardware in
173                 interactive rendering performance for complex
174                 environments. We also provide an brief overview of the
175                 benefits of ray tracing over rasterization algorithms
176                 and point out the potential of interactive ray tracing
177                 both in hardware and software.",
178  editor =       "A. Chalmers and T.-M. Rhyne",
179  volume =       "20(3)",
180  series =       "Computer Graphics Forum",
181  booktitle =    "EG 2001 Proceedings",
182  publisher =    "Blackwell Publishing",
183}
184
185
186@InProceedings{purcell02,
187  pages =        "703--712",
188  year =         "2002",
189  title =        "Ray Tracing on Programmable Graphics Hardware",
190  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2002-222",
191  author =       "Timothy J. Purcell and Ian Buck and William R. Mark
192                 and Pat Hanrahan",
193  abstract =     "Recently a breakthrough has occurred in graphics
194                 hardware: fixed function pipelines have been replaced
195                 with programmable vertex and fragment processors. In
196                 the near future, the graphics pipeline is likely to
197                 evolve into a general programmable stream processor
198                 capable of more than simply feed-forward triangle
199                 rendering. In this paper, we evaluate these trends in
200                 programmability of the graphics pipeline and explain
201                 how ray tracing can be mapped to graphics hardware.
202                 Using our simulator, we analyze the performance of a
203                 ray casting implementation on next generation
204                 programmable graphics hardware. In addition, we compare
205                 the performance difference between non-branching
206                 programmable hardware using a multipass implementation
207                 and an architecture that supports branching. We also
208                 show how this approach is applicable to other ray
209                 tracing algorithms such as Whitted ray tracing, path
210                 tracing, and hybrid rendering algorithms. Finally, we
211                 demonstrate that ray tracing on graphics hardware could
212                 prove to be faster than CPU based implementations as
213                 well as competitive with traditional hardware
214                 accelerated feed-forward triangle rendering.",
215  keywords =     "Programmable Graphics Hardware, Ray Tracing",
216  booktitle =    "Computer Graphics (SIGGRAPH '02 Proceedings)",
217}
218
219
220@InProceedings{Gortler:1996:L,
221  author =       "Steven J. Gortler and Radek Grzeszczuk and Richard
222                 Szeliski and Michael F. Cohen",
223  title =        "The Lumigraph",
224  series =       "Annual Conference Series",
225  pages =        "43--54",
226  booktitle =    "Computer Graphics (SIGGRAPH '96 Proceedings)",
227  year =         "1996",
228  publisher =    "Addison Wesley",
229  month =        aug,
230  annote =       "This paper discusses a new method for capturing the
231                 complete appearance of both synthetic and real world
232                 objects and scenes, representing this information, and
233                 then using this representation to render images of the
234                 object from new camera positions. Unlike the shape
235                 capture process traditionally used in computer vision
236                 and the rendering process traditionally used in
237                 computer graphics, our approach does not rely on
238                 geometric representations. Instead we sample and
239                 reconstruct a 4D function, which we call a Lumigraph.
240                 The Lumigraph is a subset of the complete plenoptic
241                 function that describes the flow of light at all
242                 positions in all directions. With the Lumigraph, new
243                 images of the object can be generated very quickly,
244                 independent of the geometric or illumination complexity
245                 of the scene or object. The paper discusses a complete
246                 working system including the capture of samples, the
247                 construction of the Lumigraph, and the subsequent
248                 rendering of images from this new representation.",
249}
250
251
252@Article{Gotsman:1999:OOC,
253  author =       "Craig Gotsman and Oded Sudarsky and Jeffrey A.
254                 Fayman",
255  title =        "Optimized occlusion culling using five-dimensional
256                 subdivision",
257  journal =      "Computers and Graphics",
258  volume =       "23",
259  number =       "5",
260  pages =        "645--654",
261  month =        oct,
262  year =         "1999",
263  coden =        "COGRD2",
264  ISSN =         "0097-8493",
265  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
266  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/29/abstract.html;
267                 http://www.elsevier.nl/gej-ng/10/13/20/24/32/29/article.pdf",
268  acknowledgement = ack-nhfb,
269}
270
271@article{Pag94,
272 author = {David W. Paglieroni and Sidney M. Petersen},
273 title = {Height distributional distance transform methods for height field ray tracing},
274 journal = {ACM Transactions on Graphics (TOG)},
275 volume = {13},
276 number = {4},
277 year = {1994},
278 issn = {0730-0301},
279 pages = {376--399},
280 doi = {http://doi.acm.org/10.1145/195826.197312},
281 publisher = {ACM Press},
282 }
283
284@article{lee97,
285    author = "Cheol-Hi Lee and Yeong Gil Shin",
286    title = "A Terrain Rendering Method using Vertical Ray Coherence",
287    journal = "The Journal of Visualization and Computer Animation",
288    volume = "8",
289    number = "2",
290    pages = "97--114",
291    year = "1997",
292}
293
294
295@TechReport{mcmillan:97:phd,
296  type =         "Ph.D. Thesis",
297  number =       "TR97-013",
298  institution =  "University of North Carolina, Chapel Hill",
299  title =        "An Image-Based Approach to Three-Dimensional Computer
300                 Graphics",
301  month =        may,
302  year =         "1997",
303  bibdate =      "June 9, 1997",
304  url =          "ftp://ftp.cs.unc.edu/pub/publications/techreports/97-013.pdf.Z",
305  author =       "Leonard McMillan",
306}
307
308
309@MastersThesis{aila:00:msc,
310  author =       {Timo Aila},
311  title =        {SurRender Umbra: A Visibility Determination Framework
312for Dynamic Environments},
313  school =       {Helsinki University of Technology},
314  year =         {2000},
315}
316
317
318@Article{duguet:02:sig,
319  year =         "2002",
320  title =        "Robust Epsilon Visibility",
321  author =       "Florent Duguet and George Drettakis",
322  journal =    "To appear in Computer Graphics (SIGGRAPH'02 Proceedings)",
323  publisher =    "ACM SIGGRAPH",
324}
325
326
327@InProceedings{wand:01:sig,
328  pages =        "361--370",
329  year =         "2001",
330  title =        "The Randomized z-Buffer Algorithm: Interactive
331                 Rendering of Highly Complex Scenes",
332  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-125",
333  author =       "Michael Wand and Matthias Fischer and Ingmar Peter and
334                 Friedhelm Meyer auf der Heide and Wolfgang
335                 Stra{\ss{}}er",
336  abstract =     "We present a new output-sensitive rendering algorithm,
337                 the randomized z-buffer algorithm. It renders an image
338                 of an arbitrary three-dimensional scene consisting of
339                 triangular primitives by reconstruction from a
340                 dynamically chosen set of random surface sample points.
341                 This approach is independent of mesh connectivity and
342                 topology. The resulting rendering time grows only
343                 logarithmically with the numbers of triangles in the
344                 scene. We were able to render walkthroughs of scenes of
345                 up to 1014 triangles at interactive frame rates.
346                 Automatic identification of low detail scene components
347                 ensures that the rendering speed of the randomized
348                 z-buffer cannot drop below that of conventional
349                 z-buffer rendering. Experimental and analytical
350                 evidence is given that the image quality is comparable
351                 to that of common approaches like z-buffer rendering.
352                 The precomputed data structures employed by the
353                 randomized z-buffer allow for interactive dynamic
354                 updates of the scene. Their memory requirements grow
355                 only linearly with the number of triangles and allow
356                 for a scene graph based instantiation scheme to further
357                 reduce memory consumption.",
358  keywords =     "Rendering Systems, Level of Detail Algorithms, Monte
359                 Carlo Techniques",
360  booktitle =    "Computer Graphics  (Proceedings of SIGGRAPH 2001)",
361  publisher =    "ACM SIGGRAPH",
362}
363
364@Book{berg:97,
365  year =         "1997",
366  title =        "Computational Geometry: Algorithms and Applications",
367  author =       "{Mark de} Berg and {Marc van} Kreveld and Mark
368                 Overmars and Otfried Schwarzkopf",
369  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1997-230",
370  language =     "en",
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
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
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
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,
929AUTHOR={Lance Williams},
930TITLE={Casting Curved Shadows on Curved Surfaces},
931booktitle={Computer Graphics (SIGGRAPH '78 Proceedings)},
932MONTH={Aug.},
933YEAR={1978},
934PAGES={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",
1063number="3",
1064pages="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,
1241AUTHOR={Franklin C. Crow},
1242TITLE={Shadow Algorithms for Computer Graphics},
1243JOURNAL={Computer Graphics
1244(SIGGRAPH '77 Proceedings)},
1245VOLUME={11},
1246NUMBER={2},
1247MONTH={Summer},
1248YEAR={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,
1314AUTHOR={Michael F. Cohen and Donald P. Greenberg},
1315TITLE={The Hemi-Cube: A Radiosity Solution for Complex Environments},
1316JOURNAL={Computer Graphics
1317(SIGGRAPH '85 Proceedings)},
1318VOLUME={19},
1319NUMBER={3},
1320MONTH={July},
1321YEAR={1985},
1322PAGES={31-40},
1323KEYWORDS={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,
1549author =       "T. Hudson and D. Manocha and J. Cohen and M. Lin and K. Hoff and H. Zhang",
1550title =        "Accelerated Occlusion Culling using Shadow Frusta",
1551year =         "1997",
1552booktitle =    "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,
1562author =       "Ned Greene",
1563title =        "Hierarchical Polygon Tiling with Coverage Masks",
1564pages =        "65--74",
1565booktitle =    "Proceedings of SIGGRAPH '96",
1566year =         "1996",
1567month =        aug,
1568abstract =     "We present a novel polygon tiling algorithm in which
1569recursive subdivision of image space is driven by
1570coverage masks that classify a convex
1571polygon as
1572inside, outside, or intersecting cells in an image
1573hierarchy. This approach permits Warnock-style
1574subdivision with its
1575logarithmic search properties to
1576be driven very efficiently by bit-mask operations. The
1577resulting hierarchical polygon tiling algorithm
1578performs subdivision and
1579visibility computations very
1580rapidly while only visiting cells in the image
1581hierarchy that are crossed by visible
1582edges in the
1583output image. Visible samples are never overwritten. At
1584512x512 resolution, the algorithm tiles as
1585rapidly as
1586traditional incremental scan conversion, and at high
1587resolution (e.g. 4096x4096) it is much
1588faster, making
1589it well suited to antialiasing by oversampling and
1590filtering. For densely occluded scenes, we combine
1591hierarchical tiling with
1592the {\"h}ierarchical
1593visibility{\" }algorithm to enable hierarchical
1594object-space culling. When we tested this combination
1595on a densely occluded
1596model, it computed visibility on
1597a 4096x4096 grid as rapidly as hierarchical z-buffering
1598tiled a 512x512 grid, and it effectively antialiased
1599scenes containing
1600hundreds of thousands of visible
1601polygons. The algorithm requires strict front-to-back
1602traversal of polygons, so we represent a
1603scene as a BSP
1604tree or as an octree of BSP trees. When maintaining
1605depth order of polygons is not convenient,
1606we combine
1607hierarchical tiling with hierarchical z-buffering,
1608resorting to z-buffering only in regions
1609of the screen
1610where the closest object is not encountered first.",
1611}
1612
1613@InProceedings{thibault87a,
1614author =       "William C. Thibault and Bruce F. Naylor",
1615title =        "Set Operations on Polyhedra Using Binary Space
1616Partitioning Trees",
1617pages =        "153--162",
1618booktitle =      "Proceedings of SIGGRAPH '87",
1619volume =       "21",
1620year =         "1987",
1621month =        jul,
1622keywords =     "polyhedra, set operations, geometric modeling,
1623geometric search, point location",
1624}
1625
1626
1627
1628
1629
1630@Article{Plantinga85,
1631author =       "W. H. Plantinga and C. R. Dyer",
1632title =        "An Algorithm for Constructing the Aspect Graph",
1633journal =      "CS TR",
1634volume =       "627",
1635publisher =    "UNIV of Wisconsin --- Madison",
1636month =        dec,
1637year =         "1985",
1638}
1639
1640@InProceedings{Crawford85,
1641author =       "C. G. Crawford",
1642title =        "Aspect Graphs and Robot Vision",
1643year =         "1985",
1644booktitle =    "Proceedings, {CVPR} '85 ({IEEE} Computer Society
1645Conference on Computer Vision and Pattern Recognition,
1646San Francisco, {CA},
1647June 10--13, 1985)",
1648publisher =    "IEEE",
1649organization = "IEEE",
1650series =       "IEEE Publ. 85CH2145-1.",
1651institution =  "USNA",
1652pages =        "382--384",
1653keywords =     "IMAGE PART FORM, LARGE DIMENSIONALITY",
1654}
1655
1656@Article{PLA90,
1657author =       "H. Plantinga and C. Dyer",
1658title =        "Visibility, Occlusion, and the Aspect Graph",
1659journal =      "International Journal of Computer Vision",
1660volume =       "5",
1661number =       "2",
1662year =         "1990",
1663pages =        "137--160",
1664}
1665
1666@InProceedings{FOCS86*123,
1667author =       "W. H. Plantinga and C. R. Dyer",
1668title =        "An Algorithm for Constructing the Aspect Graph",
1669pages =        "123--131",
1670booktitle =    "27th Annual Symposium on Foundations of Computer
1671Science",
1672ISBN =         "0-8186-0740-8",
1673month =        oct,
1674publisher =    "IEEE Computer Society Press",
1675address =      "Los Angeles, Ca., USA",
1676year =         "1986",
1677}
1678
1679@InProceedings{egger92,
1680title =        "The scale space aspect graph",
1681author =       "D. W. Eggert and K. W.
1682Bowyer and C. R. Dyer and H. I.
1683Christensen and D. B. Goldgof",
1684booktitle =    "Proceedings. 1992 IEEE Computer Society
1685Conference on
1686Computer Vision and Pattern Recognition (Cat.
1687No.92CH3168-2)",
1688pages =        "335--40",
1689publisher =    "IEEE Comput. Soc.
1690Press Los Alamitos, CA, USA",
1691year =         "1992",
1692organization = "IEEE",
1693}
1694
1695@Article{EggertDavi1993a,
1696author =       "David W. Eggert and Kevin W. Bowyer and Charles R.
1697Dyer and Henrik I. Christensen and Dmitry B. Goldgof",
1698journal =      "Pattern Analysis and Machine Intelligence",
1699title =        "The Scale Space Aspect Graph",
1700year =         "1993",
1701document-size = "359.5 kbytes",
1702url =
1703"ftp://ftp.cs.wisc.edu/computer-vision/pami93-eggert.ps.Z",
1704month =        nov,
1705number =       "11",
1706pages =        "1114--1130",
1707volume =       "15",
1708scope =        "model",
1709}
1710
1711@TechReport{MIT-LCS//MIT/LCS/TR-612,
1712author =       "S. Teng",
1713title =        "Combinational Aspects of Geometric Graphs",
1714institution =  "Massachusetts Institute of Technology,
1715Laboratory for
1716Computer Science",
1717type =         "Technical Report",
1718number =       "MIT-LCS//MIT/LCS/TR-612",
1719pages =        "13",
1720month =        may,
1721year =         "1994",
1722abstract =     "As a special case of our main
1723result, we show that for
1724all L$>$0, each k-nearest neighborhood graph in d
1725dimensions excludes Kh as a depth in L
1726minor if h=W
1727(Ld-1). More generally, we prove that the overlap
1728graphs defined by Miller, Teng, Thurston
1729and Vavais
1730[18] have this combinatorial property. By a
1731construction of Plotkin, Rao and Smith
1732[23], our result
1733implies that overlap graphs have {"}good{"} cut-covers,
1734answering an open question of Kaklamanis,
1735Krizanc and
1736Rao [12]. Consequently, overlap graphs can be emulated
1737on hypercube graphs with a constant factor
1738of slow down
1739and on butterfly graphs with a factor of O(log*n) slow
1740down. Therefore, computations on overlap
1741graphs, such
1742as finite-element and finite-difference methods on
1743{"}well-conditioned{"} meshes and image
1744processing on
1745k- nearest neighborhood graphs, can be performed on
1746hypercubic parallel machines with linear
1747speed-up. Our
1748result, in conjunction with a result of Plotkin, Rao
1749and Smith, also yields a combinatorial
1750proof to that
1751overlap graphs have separators of sublinear size. We
1752also show that with high probability, the Delaunay
1753diagram, the relative
1754neighborhood graph and the
1755k-nearest neighborhood graph of a random point set
1756exclude Kh as a depth L minor if h=W(L d/2
1757log n).",
1758note =         "Cost is \$12.",
1759}
1760
1761@InProceedings{Sojka:1995:AGT,
1762author =       "E. Sojka",
1763title =        "Aspect Graphs of Three Dimensional Scenes",
1764booktitle =    "Winter School of Computer Graphics 1995",
1765year =         "1995",
1766month =        feb,
1767note =         "held at University of West Bohemia, Plzen, Czech
1768Republic, 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",
1894  month =        jul,
1895  year =         "1999",
1896  title =        "3{D} Visibility: Analytical Study and Applications",
1897  address =      "Grenoble, France",
1898  school =       "Universite Joseph Fourier",
1899}
1900
1901
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",
1908  author =       "Fr{\'{e}}do Durand and George Drettakis and
1909                 Jo{\"{e}}lle Thollot and Claude Puech",
1910  abstract =     "Visualization of very complex scenes can be
1911                 significantly accelerated using occlusion culling. In
1912                 this paper we present a visibility preprocessing method
1913                 which efficiently computes potentially visible geometry
1914                 for volumetric viewing cells. We introduce novel
1915                 extended projection operators, which permits efficient
1916                 and conservative occlusion culling with respect to all
1917                 viewpoints within a cell, and takes into account the
1918                 combined occlusion effect of multiple occluders. We use
1919                 extended projection of occluders onto a set of
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),
1928                 and accumulate occlusion information from multiple
1929                 blockers. This new approach allows the creation of
1930                 effective occlusion maps for previously hard-to-treat
1931                 scenes such as leaves of trees in a forest. Graphics
1932                 hardware is used to accelerate both the extended
1933                 projection and reprojection operations. We present a
1934                 complete implementation demonstrating significant
1935                 speedup with respect to view-frustum culling only,
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",
1951  publisher =    "ACM Press",
1952  address =      "New York",
1953  year =         "1997",
1954}
1955
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",
1964  volume =       "447",
1965  publisher =    "Springer",
1966  pages =        "97--110",
1967}
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",
1974  volume =       "20",
1975  number =       "4",
1976  pages =        "167--171",
1977  day =          "10",
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 ---
1995                 Algorithms; Graph Theory; graph theory; line segments;
1996                 mathematical techniques; n-line segments;
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
2052Walkthroughs",
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:
2061An 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}
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