source: trunk/VUT/doc/SciReport/Bib/new.bib @ 251

Revision 251, 89.0 KB checked in by mattausch, 19 years ago (diff)

added some optimizations for online culling and view cell generation

Line 
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@Article{Staneker:2004:EMO,
31   AUTHOR = "Dirk Staneker and Dirk Bartz and Wolfgang Strasser",
32   TITLE = "Efficient Multiple Occlusion Queries for Scene Graph Systems",
33   JOURNAL = "WSI Report (WSI-2004-6)",
34   INSTITUTION = {Wilhelm Schickard Institute for Computer Science, Graphical Interactive Systems (WSI/GRIS), University of T{\"u}bingen},
35   YEAR = "2004",
36   KEYWORDS = {GRIS}
37}
38
39@InProceedings{Meissner01,
40  author =       "Michael Meissner and Dirk Bartz and Gordon Mueller and
41                 Tobias Huettner and Jens Einighammer",
42  title =        "Generation of Decomposition Hierarchies for Efficient
43                 Occlusion Culling of Large Polygonal Models",
44  pages =        "225--232",
45  booktitle =    "Proceedings of the Vision Modeling and Visualization
46                 Conference 2001",
47  month =        nov # " ~21--23",
48  year =         "2001",
49}
50
51
52@Article{Scott:1998:OVF,
53  author =       "N. D. Scott and D. M. Olsen and E. W. Gannett",
54  title =        "An Overview of the {VISUALIZE fx} Graphics Accelerator
55                 Hardware",
56  journal =      "Hew\-lett-Pack\-ard Journal: technical information
57                 from the laboratories of Hew\-lett-Pack\-ard Company",
58  volume =       "49",
59  number =       "2",
60  pages =        "28--34",
61  month =        may,
62  year =         "1998",
63  CODEN =        "HPJOAX",
64  ISSN =         "0018-1153",
65  bibdate =      "Thu Nov 5 16:08:50 MST 1998",
66  URL =          "http://www.hp.com/hpj/98may/tc-05-98.htm",
67  acknowledgement = ack-nhfb,
68}
69
70@Article{Leyvand:2003:RSF,
71  author =       "Tommer Leyvand and Olga Sorkine and Daniel Cohen-Or",
72  title =        "Ray space factorization for from-region visibility",
73  journal =      "ACM Transactions on Graphics (Proceedings of SIGGRAPH '03)",
74  volume =       "22",
75  number =       "3",
76  pages =        "595--604",
77  month =        jul,
78  year =         "2003",
79}
80
81@InProceedings{Chrysanthou:97,
82  author =       "M. Slater and Y. Chrysanthou",
83  title =        "View Volume Culling Using a Probabilistic Caching
84                 Scheme",
85  pages =        "71--78",
86  booktitle =    "Proceedings of the {ACM} Symposium on Virtual Reality
87                 Software and Technology ({VRST}'97)",
88  optmonth =        sep # "15--17~",
89  publisher =    "ACM Press",
90  optaddress =      "New York",
91  year =         "1997",
92}
93
94@InProceedings{stamminger02,
95  pages =        "557--562",
96  year =         "2002",
97  title =        "Perspective Shadow Maps",
98  author =       "Marc Stamminger and George Drettakis",
99  abstract =     "Shadow maps are probably the most widely used means
100                 for the generation of shadows, despite their well known
101                 aliasing problems. In this paper we introduce
102                 perspective shadow maps, which are generated in
103                 normalized device coordinate space, i.e., after
104                 perspective transformation. This results in important
105                 reduction of shadow map aliasing with almost no
106                 overhead. We correctly treat light source
107                 transformations and show how to include all objects
108                 which cast shadows in the transformed space.
109                 Perspective shadow maps can directly replace standard
110                 shadow maps for interactive hardware accelerated
111                 rendering as well as in high-quality, offline
112                 renderers.",
113  keywords =     "Frame Buffer Algorithms, Graphics Hardware,
114                 Illumination, Level of Detail Algorithms, Rendering,
115                 Shadow Algorithms",
116  booktitle =    "SIGGRAPH 2002 Conference Proceedings",
117  publisher =    "ACM Press/ ACM SIGGRAPH",
118}
119
120
121@Article{vazquez99,
122  author =       "C. Saona-V{\'a}zquez and I. Navazo and P. Brunet",
123  title =        "The visibility octree: a data structure for {$3$D}
124                 navigation",
125  journal =      "Computers and Graphics",
126  volume =       "23",
127  number =       "5",
128  pages =        "635--643",
129  month =        oct,
130  year =         "1999",
131  coden =        "COGRD2",
132  ISSN =         "0097-8493",
133  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
134  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/28/abstract.html;
135                 http://www.elsevier.nl/gej-ng/10/13/20/24/32/28/article.pdf",
136  acknowledgement = ack-nhfb,
137}
138
139@inproceedings{lloyd02,
140 author = {Brandon Lloyd and Parris Egbert},
141 title = {Horizon occlusion culling for real-time rendering of hierarchical terrains},
142 booktitle = {Proceedings of the conference on Visualization '02},
143 year = {2002},
144 isbn = {0-7803-7498-3},
145 pages = {403--410},
146 location = {Boston, Massachusetts},
147 publisher = {IEEE Press},
148 }
149
150
151@InCollection{wald01_eg,
152  pages =        "153--164",
153  year =         "2001",
154  title =        "Interactive Rendering with Coherent Ray Tracing",
155  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-174",
156  author =       "Ingo Wald and Philipp Slusallek and Carsten Benthin
157                 and Markus Wagner",
158  abstract =     "For almost two decades researchers have argued that
159                 ray tracing will eventually become faster than the
160                 rasterization technique that completely dominates
161                 todays graphics hardware. However, this has not
162                 happened yet. Ray tracing is still exclusively being
163                 used for off-line rendering of photorealistic images
164                 and it is commonly believed that ray tracing is simply
165                 too costly to ever challenge rasterization-based
166                 algorithms for interactive use. However, there is
167                 hardly any scientific analysis that supports either
168                 point of view. In particular there is no evidence of
169                 where the crossover point might be, at which ray
170                 tracing would eventually become faster, or if such a
171                 point does exist at all. This paper provides several
172                 contributions to this discussion: We first present a
173                 highly optimized implementation of a ray tracer that
174                 improves performance by more than an order of magnitude
175                 compared to currently available ray tracers. The new
176                 algorithm make better use of computational resources
177                 such as caches and SIMD instructions and better
178                 exploits image and object space coherence. Secondly, we
179                 show that this software implementation can challenge
180                 and even outperform high-end graphics hardware in
181                 interactive rendering performance for complex
182                 environments. We also provide an brief overview of the
183                 benefits of ray tracing over rasterization algorithms
184                 and point out the potential of interactive ray tracing
185                 both in hardware and software.",
186  editor =       "A. Chalmers and T.-M. Rhyne",
187  volume =       "20(3)",
188  series =       "Computer Graphics Forum",
189  booktitle =    "EG 2001 Proceedings",
190  publisher =    "Blackwell Publishing",
191}
192
193
194@InProceedings{purcell02,
195  pages =        "703--712",
196  year =         "2002",
197  title =        "Ray Tracing on Programmable Graphics Hardware",
198  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2002-222",
199  author =       "Timothy J. Purcell and Ian Buck and William R. Mark
200                 and Pat Hanrahan",
201  abstract =     "Recently a breakthrough has occurred in graphics
202                 hardware: fixed function pipelines have been replaced
203                 with programmable vertex and fragment processors. In
204                 the near future, the graphics pipeline is likely to
205                 evolve into a general programmable stream processor
206                 capable of more than simply feed-forward triangle
207                 rendering. In this paper, we evaluate these trends in
208                 programmability of the graphics pipeline and explain
209                 how ray tracing can be mapped to graphics hardware.
210                 Using our simulator, we analyze the performance of a
211                 ray casting implementation on next generation
212                 programmable graphics hardware. In addition, we compare
213                 the performance difference between non-branching
214                 programmable hardware using a multipass implementation
215                 and an architecture that supports branching. We also
216                 show how this approach is applicable to other ray
217                 tracing algorithms such as Whitted ray tracing, path
218                 tracing, and hybrid rendering algorithms. Finally, we
219                 demonstrate that ray tracing on graphics hardware could
220                 prove to be faster than CPU based implementations as
221                 well as competitive with traditional hardware
222                 accelerated feed-forward triangle rendering.",
223  keywords =     "Programmable Graphics Hardware, Ray Tracing",
224  booktitle =    "Computer Graphics (SIGGRAPH '02 Proceedings)",
225}
226
227
228@InProceedings{Gortler:1996:L,
229  author =       "Steven J. Gortler and Radek Grzeszczuk and Richard
230                 Szeliski and Michael F. Cohen",
231  title =        "The Lumigraph",
232  series =       "Annual Conference Series",
233  pages =        "43--54",
234  booktitle =    "Computer Graphics (SIGGRAPH '96 Proceedings)",
235  year =         "1996",
236  publisher =    "Addison Wesley",
237  month =        aug,
238  annote =       "This paper discusses a new method for capturing the
239                 complete appearance of both synthetic and real world
240                 objects and scenes, representing this information, and
241                 then using this representation to render images of the
242                 object from new camera positions. Unlike the shape
243                 capture process traditionally used in computer vision
244                 and the rendering process traditionally used in
245                 computer graphics, our approach does not rely on
246                 geometric representations. Instead we sample and
247                 reconstruct a 4D function, which we call a Lumigraph.
248                 The Lumigraph is a subset of the complete plenoptic
249                 function that describes the flow of light at all
250                 positions in all directions. With the Lumigraph, new
251                 images of the object can be generated very quickly,
252                 independent of the geometric or illumination complexity
253                 of the scene or object. The paper discusses a complete
254                 working system including the capture of samples, the
255                 construction of the Lumigraph, and the subsequent
256                 rendering of images from this new representation.",
257}
258
259
260@Article{Gotsman:1999:OOC,
261  author =       "Craig Gotsman and Oded Sudarsky and Jeffrey A.
262                 Fayman",
263  title =        "Optimized occlusion culling using five-dimensional
264                 subdivision",
265  journal =      "Computers and Graphics",
266  volume =       "23",
267  number =       "5",
268  pages =        "645--654",
269  month =        oct,
270  year =         "1999",
271  coden =        "COGRD2",
272  ISSN =         "0097-8493",
273  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
274  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/29/abstract.html;
275                 http://www.elsevier.nl/gej-ng/10/13/20/24/32/29/article.pdf",
276  acknowledgement = ack-nhfb,
277}
278
279@article{Pag94,
280 author = {David W. Paglieroni and Sidney M. Petersen},
281 title = {Height distributional distance transform methods for height field ray tracing},
282 journal = {ACM Transactions on Graphics (TOG)},
283 volume = {13},
284 number = {4},
285 year = {1994},
286 issn = {0730-0301},
287 pages = {376--399},
288 doi = {http://doi.acm.org/10.1145/195826.197312},
289 publisher = {ACM Press},
290 }
291
292@article{lee97,
293    author = "Cheol-Hi Lee and Yeong Gil Shin",
294    title = "A Terrain Rendering Method using Vertical Ray Coherence",
295    journal = "The Journal of Visualization and Computer Animation",
296    volume = "8",
297    number = "2",
298    pages = "97--114",
299    year = "1997",
300}
301
302
303@TechReport{mcmillan:97:phd,
304  type =         "Ph.D. Thesis",
305  number =       "TR97-013",
306  institution =  "University of North Carolina, Chapel Hill",
307  title =        "An Image-Based Approach to Three-Dimensional Computer
308                 Graphics",
309  month =        may,
310  year =         "1997",
311  bibdate =      "June 9, 1997",
312  url =          "ftp://ftp.cs.unc.edu/pub/publications/techreports/97-013.pdf.Z",
313  author =       "Leonard McMillan",
314}
315
316
317@MastersThesis{aila:00:msc,
318  author =       {Timo Aila},
319  title =        {SurRender Umbra: A Visibility Determination Framework
320for Dynamic Environments},
321  school =       {Helsinki University of Technology},
322  year =         {2000},
323}
324
325
326@Article{duguet:02:sig,
327  year =         "2002",
328  title =        "Robust Epsilon Visibility",
329  author =       "Florent Duguet and George Drettakis",
330  journal =    "To appear in Computer Graphics (SIGGRAPH'02 Proceedings)",
331  publisher =    "ACM SIGGRAPH",
332}
333
334
335@InProceedings{wand:01:sig,
336  pages =        "361--370",
337  year =         "2001",
338  title =        "The Randomized z-Buffer Algorithm: Interactive
339                 Rendering of Highly Complex Scenes",
340  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-125",
341  author =       "Michael Wand and Matthias Fischer and Ingmar Peter and
342                 Friedhelm Meyer auf der Heide and Wolfgang
343                 Stra{\ss{}}er",
344  abstract =     "We present a new output-sensitive rendering algorithm,
345                 the randomized z-buffer algorithm. It renders an image
346                 of an arbitrary three-dimensional scene consisting of
347                 triangular primitives by reconstruction from a
348                 dynamically chosen set of random surface sample points.
349                 This approach is independent of mesh connectivity and
350                 topology. The resulting rendering time grows only
351                 logarithmically with the numbers of triangles in the
352                 scene. We were able to render walkthroughs of scenes of
353                 up to 1014 triangles at interactive frame rates.
354                 Automatic identification of low detail scene components
355                 ensures that the rendering speed of the randomized
356                 z-buffer cannot drop below that of conventional
357                 z-buffer rendering. Experimental and analytical
358                 evidence is given that the image quality is comparable
359                 to that of common approaches like z-buffer rendering.
360                 The precomputed data structures employed by the
361                 randomized z-buffer allow for interactive dynamic
362                 updates of the scene. Their memory requirements grow
363                 only linearly with the number of triangles and allow
364                 for a scene graph based instantiation scheme to further
365                 reduce memory consumption.",
366  keywords =     "Rendering Systems, Level of Detail Algorithms, Monte
367                 Carlo Techniques",
368  booktitle =    "Computer Graphics  (Proceedings of SIGGRAPH 2001)",
369  publisher =    "ACM SIGGRAPH",
370}
371
372@Book{berg:97,
373  year =         "1997",
374  title =        "Computational Geometry: Algorithms and Applications",
375  author =       "{Mark de} Berg and {Marc van} Kreveld and Mark
376                 Overmars and Otfried Schwarzkopf",
377  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1997-230",
378  language =     "en",
379  abstract =     "Computational geometry emerged from the field of
380                 algorithms design and analysis in the late 1970s. It
381                 has grown into a recognized discipline with its own
382                 journals, conferences, and a large community of active
383                 researchers. The success of the field as a research
384                 discipline can on the one hand be explained from the
385                 beauty of the problems studied and the solutions
386                 obtained, and, on the other hand, by the many
387                 application domains---computer graphics, geographic
388                 information systems (GIS), robotics, and others---in
389                 which geometric algorithms play a fundamental role. For
390                 many geometric problems the early algorithmic solutions
391                 were either slow or difficult to understand and
392                 implement. In recent years a number of new algorithmic
393                 techniques have been developed that improved and
394                 simplified many of the previous approaches. In this
395                 textbook we have tried to make these modern algorithmic
396                 solutions accessible to a large audience. The book has
397                 been written as a textbook for a course in
398                 computational geometry, but it can also be used for
399                 self study. Each of the sixteen chapters, except the
400                 introductory chapter, starts with a problem arising in
401                 one of the application domains. This problem is then
402                 transformed into a purely geometric one, which is
403                 solved using techniques from computational geometry.
404                 The geometric problem and the concepts and techniques
405                 needed to solve it are the real topic of each chapter.
406                 The choice of the applications was guided by the topics
407                 in computational geometry we wanted to cover; they are
408                 not meant to provide a good coverage of the application
409                 domains. The purpose of the applications is to motivate
410                 the reader; the goal of the chapters is not to provide
411                 ready-to-use solutions for them. Having said this, we
412                 believe that knowledge of computational geometry is
413                 important to solve geometric problems in application
414                 areas efficiently. We hope that our book will not only
415                 raise the interest of people from the algorithms
416                 community, but also from people in the application
417                 areas. For most geometric problems treated we give just
418                 one solution, even when a number of different solutions
419                 exist. In general we have chosen the solution that is
420                 most easy to understand and implement. This is not
421                 necessarily the most efficient solution. We also took
422                 care that the book contains a good mixture of
423                 techniques like divide-and-conquer, plane sweep, and
424                 randomized algorithms. We decided not to treat all
425                 sorts of variations to the problems; we felt it is more
426                 important to introduce all main topics in computational
427                 geometry than to give more detailed information about a
428                 smaller number of topics.",
429  address =      "Berlin, Heidelberg, New York",
430  copyright =    "Springer-Verlag",
431  publisher =    "Springer-Verlag",
432}
433
434
435@InProceedings{Appel:1968:STS,
436  author =       "Arthur Appel",
437  title =        "Some Techniques for Shading Machine Renderings of
438                 Solids",
439  booktitle =    "AFIPS 1968 Spring Joint Computer Conf.",
440  pages =        "37--45",
441  volume =       "32",
442  year =         "1968",
443  keywords =     "visible",
444  annote =       "first ray tracing paper, light ray tracing, black and
445                 white pictures on Calcomp plotter This paper presents
446                 some recent experimental results in the automatic
447                 shading of line drawings. The purpose of these
448                 experiments was to generate pictures of objects
449                 consisting of flat surfaces on a digital plotter and to
450                 evaluate the cost of generating such pictures and the
451                 resultant graphical quality.",
452}
453
454
455@Article{floriani:95:vc,
456  author =       "L. De Floriani and P. Magillo",
457  title =        "Horizon Computation on a Hierarchical Terrain Model",
458  journal =      "The Visual Computer: An International Journal of
459                 Computer Graphics",
460  volume =       "11",
461  year =         "1995",
462  publisher =    "Springer Verlag, New York",
463  pages =        "134--149",
464  topic =        "visibility",
465}
466
467@InProceedings{nirenstein:02:egwr,
468  year =         "2002",
469  title =        "Exact {From-Region} Visibility Culling",
470  author =       "Shaun Nirenstein and Edwin Blake and James Gain",
471  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
472  pages =        "199--210",
473
474}
475
476@InCollection{Klosowski:2000:PLP,
477  pages =        "108--123",
478  year =         "2000",
479  title =        "The Prioritized-Layered Projection Algorithm for
480                 Visible Set Estimation",
481  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-206",
482  author =       "J. T. Klosowski and C. T. Silva",
483  abstract =     "Prioritized-Layered Projection (PLP) is a technique
484                 for fast rendering of high depth complexity scenes. It
485                 works by estimating the visible polygons of a scene
486                 from a given viewpoint incrementally, one primitive at
487                 a time. It is not a conservative technique, instead PLP
488                 is suitable for the computation of partially correct
489                 images for use as part of time-critical rendering
490                 systems. From a very high level, PLP amounts to a
491                 modification of a simple view-frustum culling
492                 algorithm, however, it requires the computation of a
493                 special occupancy-based tessellation and the assignment
494                 to each cell of the tessellation a solidity value,
495                 which is used to compute a special ordering on how
496                 primitives get projected. In this paper, we detail the
497                 PLP algorithm, its main components, and implementation.
498                 We also provide experimental evidence of its
499                 performance, including results on two types of spatial
500                 tessellation (using octree- and Delaunay-based
501                 tessellations), and several datasets. We also discuss
502                 several extensions of our technique.",
503  editor =       "Hans Hagen and David S. Ebert",
504  keywords =     "Visibility, time-critical rendering, occlusion
505                 culling, visible set, spatial tessellation",
506  volume =       "6 (2)",
507  booktitle =    "IEEE Transactions on Visualization and Computer
508                 Graphics",
509  publisher =    "IEEE Computer Society",
510}
511
512@Article{Klosowski:2001:ECV,
513  author =       "James T. Klosowski and Cl{\'a}udio T. Silva.",
514  title =        "Efficient Conservative Visibility Culling Using the
515                 Prioritized-Layered Projection Algorithm",
516  journal =      "IEEE Transactions on Visualization and Computer
517                 Graphics",
518  volume =       "7",
519  number =       "4",
520  pages =        "365--379",
521  month =        oct,
522  year =         "2001",
523  coden =        "ITVGEA",
524  ISSN =         "1077-2626",
525  bibdate =      "Sat Feb 23 09:10:10 MST 2002",
526  url =          "http://www.computer.org/tvcg/tg2001/v0365abs.htm;
527                 http://dlib.computer.org/tg/books/tg2001/pdf/v0365.pdf",
528  acknowledgement = ack-nhfb,
529}
530
531
532@InProceedings{hey:01:egwr,
533  author =       "Heinrich Hey and Robert F. Tobler and Werner
534                 Purgathofer",
535  title =        "{Real-Time} Occlusion Culling with a Lazy Occlusion
536                 Grid",
537  pages =        "217--222",
538  year= "2001",
539  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
540}
541
542@InProceedings{wonka:01:eg,
543  pages =        "411--421",
544  year =         "2001",
545  title =        "Instant Visibility",
546  author =       "Peter Wonka and Michael Wimmer and Fran{\c{c}}ois X.
547                 Sillion",
548  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-201",
549  abstract =     "We present an online occlusion culling system which
550                 computes visibility in parallel to the rendering
551                 pipeline. We show how to use point visibility
552                 algorithms to quickly calculate a tight potentially
553                 visible set (PVS) which is valid for several frames, by
554                 shrinking the occluders used in visibility calculations
555                 by an adequate amount. These visibility calculations
556                 can be performed on a visibility server, possibly a
557                 distinct computer communicating with the display host
558                 over a local network. The resulting system essentially
559                 combines the advantages of online visibility processing
560                 and region-based visibility calculations, allowing
561                 asynchronous processing of visibility and display
562                 operations. We analyze two different types of
563                 hardware-based point visibility algorithms and address
564                 the problem of bounded calculation time which is the
565                 basis for true real-time behavior. Our results show
566                 reliable, sustained 60 Hz performance in a walkthrough
567                 with an urban environment of nearly 2 million polygons,
568                 and a terrain flyover.",
569  booktitle =    "Computer Graphics Forum (Proceedings of EUROGRAPHICS '01)",
570  optpublisher =    "Blackwell Publishing",
571}
572
573@InProceedings{fernando:01:sig,
574  pages =        "387--390",
575  year =         "2001",
576  title =        "Adaptive Shadow Maps",
577  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-128",
578  author =       "Randima Fernando and Sebastian Fernandez and Kavita
579                 Bala and Donald P. Greenberg",
580  abstract =     "Shadow maps provide a fast and convenient method of
581                 identifying shadows in scenes but can introduce
582                 aliasing. This paper introduces the Adaptive Shadow Map
583                 (ASM) as a solution to this problem. An ASM removes
584                 aliasing by resolving pixel size mismatches between the
585                 eye view and the light source view. It achieves this
586                 goal by storing the light source view (i.e., the shadow
587                 map for the light source) as a hierarchical grid
588                 structure as opposed to the conventional flat
589                 structure. As pixels are transformed from the eye view
590                 to the light source view, the ASM is refined to create
591                 higher-resolution pieces of the shadow map when needed.
592                 This is done by evaluating the contributions of shadow
593                 map pixels to the overall image quality. The
594                 improvement process is view-driven, progressive, and
595                 confined to a user-specifiable memory footprint. We
596                 show that ASMs enable dramatic improvements in shadow
597                 quality while maintaining interactive rates.",
598  keywords =     "Rendering, Shadow Algorithms",
599  booktitle =    "Computer Graphics  (Proceedings of SIGGRAPH '01)",
600  publisher =    "ACM SIGGRAPH",
601}
602
603
604@InProceedings{rusinkiewicz:00:sig,
605  pages =        "343--352",
606  year =         "2000",
607  title =        "{QS}plat: {A} Multiresolution Point Rendering System
608                 for Large Meshes",
609  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-73",
610  author =       "Szymon Rusinkiewicz and Marc Levoy",
611  abstract =     "Advances in 3D scanning technologies have enabled the
612                 practical creation of meshes with hundreds of millions
613                 of polygons. Traditional algorithms for display,
614                 simplification, and progressive transmission of meshes
615                 are impractical for data sets of this size. We describe
616                 a system for representing and progressively displaying
617                 these meshes that combines a multiresolution hierarchy
618                 based on bounding spheres with a rendering system based
619                 on points. A single data structure is used for view
620                 frustum culling, backface culling, level-of-detail
621                 selection, and rendering. The representation is compact
622                 and can be computed quickly, making it suitable for
623                 large data sets. Our implementation, written for use in
624                 a large-scale 3D digitization project, launches
625                 quickly, maintains a user-settable interactive frame
626                 rate regardless of object complexity or camera
627                 position, yields reasonable image quality during
628                 motion, and refines progressively when idle to a high
629                 final image quality. We have demonstrated the system on
630                 scanned models containing hundreds of millions of
631                 samples.",
632  keywords =     "Rendering systems, Spatial data structures, Level of
633                 detail algorithms, Compression algorithms",
634  booktitle =    "Computer Graphics  (Proceedings of SIGGRAPH 2000)",
635  publisher =    "ACM SIGGRAPH / Addison Wesley Longman",
636}
637
638@InProceedings{pfister:00:sig,
639  pages =        "335--342",
640  year =         "2000",
641  title =        "Surfels: Surface Elements as Rendering Primitives",
642  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-69",
643  author =       "Hanspeter Pfister and Matthias Zwicker and Jeroen van
644                 Baar and Markus Gross",
645  abstract =     "Surface elements (surfels) are a powerful paradigm to
646                 efficiently render complex geometric objects at
647                 interactive frame rates. Unlike classical surface
648                 discretizations, i.e., triangles or quadrilateral
649                 meshes, surfels are point primitives without explicit
650                 connectivity. Surfel attributes comprise depth, texture
651                 color, normal, and others. As a pre-process, an
652                 octree-based surfel representation of a geometric
653                 object is computed. During sampling, surfel positions
654                 and normals are optionally perturbed, and different
655                 levels of texture colors are prefiltered and stored per
656                 surfel. During rendering, a hierarchical forward
657                 warping algorithm projects surfels to a z-buffer. A
658                 novel method called visibility splatting determines
659                 visible surfels and holes in the z-buffer. Visible
660                 surfels are shaded using texture filtering, Phong
661                 illumination, and environment mapping using per-surfel
662                 normals. Several methods of image reconstruction,
663                 including supersampling, offer flexible speed-quality
664                 tradeoffs. Due to the simplicity of the operations, the
665                 surfel rendering pipeline is amenable for hardware
666                 implementation. Surfel objects offer complex shape, low
667                 rendering cost and high image quality, which makes them
668                 specifically suited for low-cost, real-time graphics,
669                 such as games.",
670  keywords =     "Rendering Systems, Texture Mapping",
671  booktitle =    "Computer Graphics (Proceedings of SIGGRAPH 2001)",
672  publisher =    "ACM SIGGRAPH / Addison Wesley Longman",
673}
674
675
676@InProceedings{Grossman:rend98-181,
677  booktitle =    "Rendering Techniques '98 (Proceedings of Eurographics Rendering Workshop)",
678  year =         "1998",
679  publisher =    "Springer-Verlag Wien New York",
680  author =       "J. P. Grossman and William J. Dally",
681  title =        "Point Sample Rendering",
682  pages =        "181--192",
683  abstract =     "We present an algorithm suitable for real-time, high
684                 quality rendering of complex objects. Objects are
685                 represented as a dense set of surface point samples
686                 which contain colour, depth and normal infocmation.
687                 These point samples are obtained by sampling
688                 orthographic views on an equilateral triangle lattice.
689                 They are rendered directly and independently without
690                 any knowledge of surface topology. We introduce a novel
691                 solution to the problem of surface reconstruction using
692                 a hierarchy of Z-buffers to detect tears. Our algorithm
693                 is fast and requires only modest resources.",
694}
695
696
697
698@Article{Bartz:1999:OAO,
699  author =       "Dirk Bartz and Michael Mei{\ss}ner and Tobias
700                 H{\"u}ttner",
701  title =        "Open{GL}-assisted occlusion culling for large
702                 polygonal models",
703  journal =      "Computers and Graphics",
704  volume =       "23",
705  number =       "5",
706  pages =        "667--679",
707  month =        oct,
708  year =         "1999",
709  coden =        "COGRD2",
710  ISSN =         "0097-8493",
711  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
712  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/31/abstract.html;
713                 http://www.elsevier.nl/gej-ng/10/13/20/24/32/31/article.pdf",
714  acknowledgement = ack-nhfb,
715}
716
717
718@InProceedings{popescu:98:viz,
719  author =       "V. Popescu and A. Lastra and D. Aliaga and M. de
720                 Oliveira Neto",
721  title =        "Efficient warping for architectural walkthroughs using
722                 layered depth images",
723  pages =        "211--216",
724  booktitle =    "{IEEE} Visualization '98 ({VIS} '98)",
725  ISBN =         "0-8186-9176-X",
726  month =        oct,
727  publisher =    "IEEE",
728  address =      "Washington - Brussels - Tokyo",
729  year =         "1998",
730}
731
732
733@InProceedings{aliaga:99:sig,
734  author =       "Daniel G. Aliaga and Anselmo Lastra",
735  title =        "Automatic Image Placement to Provide a Guaranteed
736                 Frame Rate",
737  pages =        "307--316",
738  ISBN =         "0-201-48560-5",
739  editor =       "Alyn Rockwood",
740  booktitle =    "Proceedings of the Conference on Computer Graphics
741                 (Siggraph99)",
742  month =        aug # "8--13",
743  publisher =    "ACM Press",
744  address =      "N.Y.",
745  year =         "1999",
746}
747
748@InProceedings{aliaga:99:i3dg,
749  author =       "Daniel Aliaga and Jon Cohen and Andrew Wilson and Eric
750                 Baker and Hansong Zhang and Carl Erikson and Keny Hoff
751                 and Tom Hudson and Wolfgang St{\"u}rzlinger and Rui
752                 Bastos and Mary Whitton and Fred Brooks and Dinesh
753                 Manoclia",
754  title =        "{MMR}: An Interactive Massive Model Rendering System
755                 Using Geometric and Image-Based Acceleration (Color
756                 Plate {S}. 237)",
757  pages =        "199--206",
758  ISBN =         "1-58113-082-1",
759  editor =       "Stephen N. Spencer",
760  booktitle =    "Proceedings of the Conference on the 1999 Symposium on
761                 interactive {3D} Graphics",
762  month =        apr # " ~26--28",
763  publisher =    "ACM Press",
764  address =      "New York",
765  year =         "1999",
766}
767
768
769
770@InProceedings{wimmer:01:egwr,
771  author =       "Michael Wimmer and Peter Wonka and Francois Sillion",
772  title =        "{Point-Based} Impostors for {Real-Time}
773                 Visualization",
774  pages =        "163--176",
775  crossref =     "RENDERING TECHNIQUES`01",
776}
777
778@InProceedings{Jeschke:LEM:2002,
779  title =        "{Layered Environment-Map Impostors for Arbitrary
780                 Scenes}",
781  author =       "Stefan Jeschke and Michael Wimmer and Heidrun
782                 Schuman",
783  booktitle =    "Proc. Graphics Interface",
784  year =         "2002",
785  month =        may,
786  location =     "Calgary, Alberta",
787  pages =        "1--8",
788}
789
790@Book{Neider93,
791  author =       "Jackie Neider and Tom Davis and Mason Woo",
792  title =        "{OpenGL} Programming Guide",
793  publisher =    "Addison-Wesley",
794  address =      "Reading MA",
795  year =         "1993",
796  keywords =     "computer graphics, graphics workstation, SGI",
797  annote =       "shadows on a plane p. 401",
798}
799
800@PhdThesis{Havran2000:PhD,
801 author = "Vlastimil Havran",
802 title  = "Heuristic Ray Shooting Algorithms",
803 school = "Department of Computer Science and Engineering,
804           Faculty of Electrical Engineering,
805           Czech Technical University in Prague",
806 type   = "Ph.D. Thesis",
807 year   = "2000",
808 month  = "November",
809 url    = "http://www.cgg.cvut.cz/~havran/phdthesis.html",
810 annote = "Global illumination research aiming at the photo-realistic
811    image synthesis pushes forward research in computer graphics as a
812    whole. The computation of visually plausible images is
813    time-consuming and far from being realtime at present. A significant
814    part of computation in global illumination algorithms involves
815    repetitive computing of visibility queries.
816      In the thesis, we describe our results in ray shooting, which is
817    a well-known problem in the field of visibility. The problem is
818    difficult in spite of its simple definition: For a given oriented
819    half-line and a set of objects, find out the first object
820    intersected by the half-line if such an object exists. A
821    naive algorithm has the time complexity O(N), where N
822    is the number of objects. The naive algorithm is practically
823    inapplicable in global illumination applications for a scene with
824    a high number of objects, due its huge time requirements. In this
825    thesis we deal with heuristic ray shooting algorithms that use
826    additional spatial data structures. We put stress on average-case
827    complexity and we particularly investigate the ray shooting
828    algorithms based on spatial hierarchies. In the thesis we deal
829    with two major topics.
830      In the first part of the thesis, we introduce a ray shooting
831    computation model and performance model. Based on these two models
832    we develop a methodology for comparing various ray shooting
833    algorithms for a set of experiments performed on a set of
834    scenes. Consecutively, we compare common heuristic ray shooting
835    algorithms based on BSP trees, kd-trees, octrees, bounding volume
836    hierarchies, uniform grids, and three types of hierarchical grids
837    using a set of 30 scenes from Standard Procedural Database. We
838    show that for this set of scenes the ray shooting algorithm based
839    on the kd-tree is the winning candidate among all tested ray
840    shooting algorithms.
841      The second and major part of the thesis presents several
842    techniques for decreasing the time and space complexity for ray
843    shooting algorithms based on kd-tree. We deal with both kd-tree
844    construction and ray traversal algorithms. In the context of kd-tree
845    construction, we present new methods for adaptive construction of
846    the kd-tree using empty spatial regions in the scene, termination
847    criteria, general cost model for the kd-tree, and modified surface
848    area heuristics for a restricted set of rays. Further, we describe
849    a new version of the recursive ray traversal algorithm. In context
850    of the recursive ray traversal algorithm based on the kd-tree, we
851    develop the concept of the largest common traversal sequence. This
852    reduces the number of hierarchical traversal steps in the kd-tree
853    for certain ray sets. We also describe one technique closely related
854    to computer architecture, namely mapping kd-tree nodes to memory to
855    increase the cache hit ratio for processors with a large cache
856    line. Most of the techniques proposed in the thesis can be used in
857    combination. In practice, the average time complexity of the ray
858    shooting algorithms based on the kd-tree, as presented in this thesis,
859    is about $O(log N)$, where the hidden multiplicative factor
860    depends on the input data. However, at present it is not known
861    to have been proved theoretically for scenes with general
862    distribution of objects. For these reasons our findings are
863    supported by a set of experiments for the above-mentioned set of
864    30 scenes.",
865}
866
867
868@InProceedings{goral84a,
869  author =       "Cindy M. Goral and Kenneth K. Torrance and Donald P.
870                 Greenberg and Bennett Battaile",
871  title =        "Modelling the Interaction of Light Between Diffuse
872                 Surfaces",
873  pages =        "213--222",
874  booktitle =      "Computer Graphics (SIGGRAPH '84 Proceedings)",
875  volume =       "18",
876  number =       "3",
877  year =         "1984",
878  month =        jul,
879  conference =   "held in Minneapolis, Minnesota; 23--27 July 1984",
880  keywords =     "radiosity method, diffuse surfaces, I37 Lighting
881                 Interaction",
882  annote =       "The classic reference on radiosity. Early work on
883                 radiosity method. See Hemi Cube paper for more in depth
884                 description of implementation.",
885}
886
887@InProceedings{Heidrich:00:EGWR,
888  author =       "Wolfgang Heidrich and Stefan Brabec and {Hans-Peter}
889                 Seidel",
890  title =        "Soft Shadow Maps for Linear Lights",
891  pages =        "269--280",
892  year = "2000",
893  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
894}
895
896@Article{Heidmann91,
897  author =       "Tim Heidmann",
898  title =        "Real Shadows, Real Time",
899  journal =      "Iris Universe",
900  note =         "Silicon Graphics, Inc.",
901  volume =       "18",
902  year =         "1991",
903  pages =        "28--31",
904  keywords =     "soft shadow, SGI Reality Engine, stencil buffer,
905                 shadow volume",
906  annote =       "includes C, GL code",
907}
908
909@InProceedings{Heidrich:99:IDG,
910  year =         "1999",
911  title =        "Applications of Pixel Textures in Visualization and
912                 Realistic Image Synthesis",
913  author =       "W. Heidrich and R. Westermann and H.-P. Seidel and T.
914                 Ertl",
915  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1999-121",
916  organization = "ACM/Siggraph",
917  booktitle =    "ACM Symposium on Interactive 3D Graphics",
918}
919
920
921@Article{Segal92,
922  author =       "Mark Segal and Carl Korobkin and Rolf van Widenfelt
923                 and Jim Foran and Paul Haeberli",
924  title =        "Fast Shadows and Lighting Effects using Texture
925                 Mapping",
926  journal =      "Computer Graphics (SIGGRAPH '92 Proceedings)",
927  volume =       "26",
928  number =       "2",
929  month =        jul,
930  year =         "1992",
931  pages =        "249--252",
932  keywords =     "perspective, scan conversion",
933}
934
935
936@InProceedings{Williams78,
937AUTHOR={Lance Williams},
938TITLE={Casting Curved Shadows on Curved Surfaces},
939booktitle={Computer Graphics (SIGGRAPH '78 Proceedings)},
940MONTH={Aug.},
941YEAR={1978},
942PAGES={270-274},
943}
944
945@InProceedings{Hoppe:98:LOD,
946  pages =        "35--42",
947  year =         "1998",
948  title =        "Smooth View-Dependent Level-Of-Detail Control and its
949                 Application to Terrain Rendering",
950  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1998-124",
951  author =       "Hugues Hoppe",
952  language =     "en",
953  abstract =     "The key to real-time rendering of large-scale surfaces
954                 is to locally adapt surface geometric complexity to
955                 changing view parameters. Several schemes have been
956                 developed to address this problem of view-dependent
957                 level-of-detail control. Among these, the
958                 view-dependent progressive mesh (VDPM) framework
959                 represents an arbitrary triangle mesh as a hierarchy of
960                 geometrically optimized refinement transformations,
961                 from which accurate approximating meshes can be
962                 efficiently retrieved. In this paper we extend the
963                 general VDPM framework to provide temporal coherence
964                 through the runtime creation of geomorphs. These
965                 geomorphs eliminate {"}popping{"} artifacts by smoothly
966                 interpolating geometry. Their implementation requires
967                 new output-sensitive data structures, which have the
968                 added benefit of reducing memory use. We specialize the
969                 VDPM framework to the important case of terrain
970                 rendering. To handle huge terrain grids, we introduce a
971                 block-based simplification scheme that constructs a
972                 progressive mesh as a hierarchy of block refinements.
973                 We demonstrate the need for an accurate approximation
974                 metric during simplification. Our contributions are
975                 highlighted in a real-time flyover of a large, rugged
976                 terrain. Notably, the use of geomorphs results in
977                 visually smooth rendering even at 72 frames/sec on a
978                 graphics workstation.",
979  organization = "IEEE",
980  copyright =    "IEEE",
981  booktitle =    "Proceedings IEEE Visualization'98",
982}
983
984@InProceedings{Hoppe:1997:VDR,
985  author =       "Hugues Hoppe",
986  title =        "View-Dependent Refinement of Progressive Meshes",
987  booktitle =    "SIGGRAPH 97 Conference Proceedings",
988  editor =       "Turner Whitted",
989  series =       "Annual Conference Series",
990  year =         "1997",
991  organization = "ACM SIGGRAPH",
992  publisher =    "Addison Wesley",
993  month =        aug,
994  pages =        "189--198",
995  note =         "ISBN 0-89791-896-7",
996  keywords =     "mesh simplification, level-of-detail, multiresolution
997                 representations, dynamic tessellation, shape
998                 interpolation",
999  annote =       "Level-of-detail (LOD) representations are an important
1000                 tool for real-time rendering of complex geometric
1001                 environments. The previously introduced progressive
1002                 mesh representation defines for an arbitrary triangle
1003                 mesh a sequence of approximating meshes optimized for
1004                 view-independent LOD. In this paper, we introduce a
1005                 framework for selectively refining an arbitrary
1006                 progressive mesh according to changing view parameters.
1007                 We define efficient refinement criteria based on the
1008                 view frustum, surface orientation, and screen-space
1009                 geometric error, and develop a real-time algorithmfor
1010                 incrementally refining and coarsening the mesh
1011                 according to these criteria. The algorithm exploits
1012                 view coherence, supports frame rate regulation, and is
1013                 found to require less than 15% of total frame time on a
1014                 graphics workstation. Moreover, for continuous motions
1015                 this work can be amortized over consecutive frames. In
1016                 addition, smooth visual transitions (geomorphs) can be
1017                 constructed between any two selectively refined meshes.
1018                 A number of previous schemes create view-dependent LOD
1019                 meshes for height fields (e.g. terrains) and parametric
1020                 surfaces (e.g. NURBS). Our framework also performs well
1021                 for these special cases. Notably, the absence of a
1022                 rigid subdivision structure allows more accurate
1023                 approximations than with existing schemes. We include
1024                 results for these cases as well as for general
1025                 meshes.",
1026}
1027
1028@InProceedings{Hoppe:1996:PM,
1029  author =       "Hugues Hoppe",
1030  title =        "Progressive Meshes",
1031  editor =       "Holly Rushmeier",
1032  series =       "Annual Conference Series",
1033  pages =        "99--108",
1034  booktitle =    "SIGGRAPH 96 Conference Proceedings",
1035  year =         "1996",
1036  organization = "ACM SIGGRAPH",
1037  publisher =    "Addison Wesley",
1038  month =        aug,
1039  note =         "held in New Orleans, Louisiana, 04-09 August 1996",
1040  annote =       "Highly detailed geometric models are rapidly becoming
1041                 commonplace in computer graphics. These models, often
1042                 represented as complex triangle meshes, challenge
1043                 rendering performance, transmission bandwidth, and
1044                 storage capacities. This paper introduces the
1045                 progressive mesh (PM) representation, a new scheme for
1046                 storing and transmitting arbitrary triangle meshes.
1047                 This efficient, lossless, continuous-resolution
1048                 representation addresses several practical problems in
1049                 graphics: smooth geomorphing of level-of-detail
1050                 approximations, progressive transmission, mesh
1051                 compression, and selective refinement. In addition, we
1052                 present a new mesh simplification procedure for
1053                 constructing a PM representation from an arbitrary
1054                 mesh. The goal of this optimization procedure is to
1055                 preserve not just the geometry of the original mesh,
1056                 but more importantly its overall appearance as defined
1057                 by its discrete and scalar appearance attributes such
1058                 as material identifiers, color values, normals, and
1059                 texture coordinates. We demonstrate construction of the
1060                 PM representation and its applications using several
1061                 practical models.",
1062}
1063
1064
1065@InProceedings{andujar:2000:HVS,
1066  author =       {Carlos And\'ujar, Carlos Saona-V\'azquez, Isabel Navazo and Pere Brunet},
1067  title =        {Integrating Occlusion Culling with Levels of Detail through Hardly-Visible Sets},
1068  booktitle = {Computer Graphics Forum (Proceedings of Eurographics 2000)},
1069  year =         {2000},
1070  volume = "19",
1071number="3",
1072pages="499--506",
1073}
1074
1075@InProceedings{downs:2001:I3DG,
1076  author =       "Laura Downs and Tomas M{\"o}ller and Carlo H.
1077                 S{\'e}quin",
1078  title =        "Occlusion Horizons for Driving through Urban Scenes",
1079  booktitle =    "Symposium on Interactive {3D} Graphics",
1080  year = "2001",
1081  organization = "ACM SIGGRAPH",
1082  pages =        "121--124",
1083}
1084
1085
1086@PhdThesis{zhang_phd,
1087  author =       {Hansong Zhang},
1088  title =        {Effective Occlusion Culling for the Interactive Display of Arbitrary Models},
1089  school =       {Department of Computer Science, UNC-Chapel Hill},
1090  year =         {1998},
1091}
1092
1093@PhdThesis{wonka_phd,
1094  author =       {Peter Wonka},
1095  title =        {Occlusion Culling for Real-Time Rendering of Urban Environments},
1096  school =       {Institute of Computer Graphics, Vienna University of Technology},
1097  year =         {2001},
1098}
1099
1100@TechReport{Schumacker69,
1101  author =       "R. A. Schumacker and R. Brand and M. Gilliland and W.
1102                 Sharp",
1103  title =        "Study for Applying Computer-Generated Images to Visual
1104                 Simulation",
1105  institution =  "U.S. Air Force Human Resources Laboratory",
1106  year =         "1969",
1107  number =       "AFHRL--TR--69--14",
1108}
1109
1110
1111@InProceedings{Carpenter:1984:BAH,
1112  author =       "Loren Carpenter",
1113  title =        "The {A}-buffer, an Antialiased Hidden Surface Method",
1114  pages =        "103--108",
1115  booktitle =    "Computer Graphics (SIGGRAPH '84 Proceedings)",
1116  volume =       "18",
1117  year =         "1984",
1118  month =        jul,
1119  editor =       "Hank Christiansen",
1120  conference =   "held in Minneapolis, Minnesota; 23--27 July 1984",
1121  keywords =     "z-buffer, a-buffer, antialiasing, I33 Anti-Aliasing,
1122                 I37 Hidden-Surface Removal",
1123  annote =       "Carpenter presents a method of constructing
1124                 antialiased images in a method which allows
1125                 transparency. If flavor, it is very similar to
1126                 z-buffer, but subsamples pixels and maintains coverage
1127                 masks to allow effective antialiasing.",
1128}
1129
1130
1131@InProceedings{Newell:1972:SHS,
1132  author =       "Martin E. Newell and R. G. Newell and T. L. Sancha",
1133  title =        "A Solution to the Hidden Surface Problem",
1134  year =         "1972",
1135  booktitle =    "Proceedings of ACM National Conference",
1136  keywords =     "hidden surface",
1137}
1138
1139@TechReport{Warnock:1969:HSA,
1140  author =       "J. Warnock",
1141  title =        "A Hidden-Surface Algorithm for Computer Generated
1142                 Half-Tone Pictures",
1143  number =       "TR 4--15, NTIS AD-733 671",
1144  year =         "1969",
1145  institution =  "University of Utah, Computer Science Department",
1146  keywords =     "visible",
1147}
1148
1149@InProceedings{Weiler:1977:HSR,
1150  author =       "Kevin Weiler and Peter Atherton",
1151  title =        "Hidden Surface Removal Using Polygon Area Sorting",
1152  booktitle =      "Computer Graphics (SIGGRAPH '77 Proceedings)",
1153  conference =   "held in San Jose, California; 20 -- 22 July 1977",
1154  month =        jul,
1155  year =         "1977",
1156  pages =        "214--222",
1157  keywords =     "hidden surface removal, hidden line removal",
1158}
1159
1160
1161@InProceedings{iones:1998:CGI,
1162  author =       "A. Iones and S. Zhukov and A. Krupkin",
1163  title =        "On Optimality of {OBBs} for Visibility Tests for
1164                 Frustum Culling, Ray Shooting and Collision Detection",
1165  pages =        "256--263",
1166  ISBN =         "0-8186-8445-3",
1167  editor =       "Franz-Erich Wolter and Nicholas M. Patrikalakis",
1168  booktitle =    "Proceedings of the Conference on Computer Graphics
1169                 International 1998 ({CGI}-98)",
1170  month =        jun # " ~22--26",
1171  publisher =    "IEEE Computer Society",
1172  address =      "Los Alamitos, California",
1173  year =         "1998",
1174}
1175
1176
1177@Article{Assarsson:2000:OVF,
1178  author =       "Ulf Assarsson and Tomas M{\"o}ller",
1179  title =        "Optimized View Frustum Culling Algorithms for Bounding
1180                 Boxes",
1181  journal =      "Journal of Graphics Tools: JGT",
1182  volume =       "5",
1183  number =       "1",
1184  pages =        "9--22",
1185  year =         "2000",
1186  coden =        "JGTOFD",
1187  ISSN =         "1086-7651",
1188  bibdate =      "Thu Oct 12 17:08:13 2000",
1189  url =          "http://www.acm.org/jgt/papers/AssarssonMoller00/",
1190  abstract =     "This paper presents optimizations for faster view
1191                 frustum culling (VFC) for axis-aligned bounding box
1192                 (AABB) and oriented bounding box (OBB) hierarchies. We
1193                 exploit frame-to-frame coherency by caching and by
1194                 comparing against previous distances and rotation
1195                 angles. By using an octant test, we potentially halve
1196                 the number of plane tests needed, and we also evaluate
1197                 masking, which is a well-known technique. The
1198                 optimizations can be used for arbitrary bounding
1199                 volumes, but we present only results for ABBs and OBBs.
1200                 In particular, we provide solutions which are 2-11
1201                 times faster than other VFC algorithms for AABBs and
1202                 OBBs, depending on the circumstances.",
1203  acknowledgement = ack-nhfb,
1204}
1205
1206@InProceedings{Wonka:1999:OSF,
1207  author =       "Peter Wonka and Dieter Schmalstieg",
1208  title =        "Occluder Shadows for Fast Walkthroughs of Urban
1209                 Environments",
1210  booktitle =      "Computer Graphics Forum (Proceedings of EUROGRAPHICS '99)",
1211  month =        sep,
1212  year =         "1999",
1213  optpublisher =    "Blackwell Publishers",
1214  pages =        "51--60",
1215  annote =       "This paper describes a new algorithm that employs
1216                 image-based rendering for fast occlusion culling in
1217                 complex urban environments. It exploits graphics
1218                 hardware to render and automatically combine a
1219                 relatively large set of occluders. The algorithm is
1220                 fast to calculate and therefore also useful for scenes
1221                 of moderate complexity and walkthroughs with over 20
1222                 frames per second. Occlusion is calculated dynamically
1223                 and does not rely on any visibility precalculation or
1224                 occluder preselection. Speed-ups of one order of
1225                 magnitude can be obtained.",
1226}
1227
1228@Book{Moller99-RTR,
1229  author =       "Tomas M{\"o}ller and Eric Haines",
1230  year =         "1999",
1231  title =        "Real-Time Rendering",
1232  publisher =    "A. K. Peters Limited",
1233}
1234
1235@InProceedings{Chrysanthou:1995:SVB,
1236  author =       "Yiorgos Chrysanthou and Mel Slater",
1237  title =        "Shadow Volume {BSP} Trees for Computation of Shadows
1238                 in Dynamic Scenes",
1239  editor =       "Pat Hanrahan and Jim Winget",
1240  pages =        "45--50", 
1241  booktitle =    "1995 Symposium on Interactive {3D} Graphics",
1242  year =         "1995",
1243  organization = "ACM SIGGRAPH",
1244  month =        apr,
1245  note =         "ISBN 0-89791-736-7",
1246}
1247
1248@ARTICLE{Crow77,
1249AUTHOR={Franklin C. Crow},
1250TITLE={Shadow Algorithms for Computer Graphics},
1251JOURNAL={Computer Graphics
1252(SIGGRAPH '77 Proceedings)},
1253VOLUME={11},
1254NUMBER={2},
1255MONTH={Summer},
1256YEAR={1977},
1257}
1258
1259
1260@InProceedings{GTHP99,
1261  author ="J\'erome Grasset and Olivier Terraz and Jean-Marc Hasenfratz and Dimitri Plemenos",
1262  title ="Accurate Scene Display by Using Visibility Maps",
1263  booktitle ="Spring Conference on Computer Graphics and its Applications",
1264  year ="1999",
1265  url ="http://www-imagis.imag.fr/Publications/1999/GTHP99"
1266}
1267
1268
1269@Unpublished{cdd_site,
1270  author =       {Komei Fukuda},
1271  title =        {Cdd home page},
1272  note =         {http://www.ifor.math.ethz.ch},
1273}
1274
1275%  note =        "http://www.ifor.math.ethz.ch/fukuda/cdd_home/cdd.html",
1276
1277@Unpublished{nvidia_site,
1278  author =       {NVIDIA corp.},
1279  title =        {Graphics hardware specifications.},
1280  note =         {http://www.nvidia.com},
1281}
1282
1283@Unpublished{ati_site,
1284  author =       {ATI corp.},
1285  title =        {Graphics hardware specifications.},
1286  note =         {http://www.ati.com},
1287}
1288
1289
1290%See remarks \cite{Pavlidis:1990:RCS,Wold:1990:RCS}.
1291@Article{Cook:1986:SSC,
1292  author =       "Robert L. Cook",
1293  title =        "Stochastic Sampling in Computer Graphics",
1294  journal =      "ACM Transactions on Graphics",
1295  volume =       "5",
1296  number =       "1",
1297  pages =        "51--72",
1298  month =        jan,
1299  year =         "1986",
1300  coden =        "ATGRDF",
1301  ISSN =         "0730-0301",
1302  bibdate =      "Thu Aug 25 23:39:28 1994",
1303  note =         "
1304                 Also in Tutorial: Computer Graphics: Image Synthesis,
1305                 Computer Society Press, Washington, 1988, pp.
1306                 283--304.",
1307  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/8927.html",
1308  acknowledgement = ack-nhfb,
1309  keywords =     "algorithms; antialiasing; depth of field; filtering;
1310                 image synthesis; Monte Carlo integration; motion blur;
1311                 raster graphics; ray tracing; stochastic sampling",
1312  review =       "ACM CR 8709-0784",
1313  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
1314                 GRAPHICS, Picture/Image Generation, Viewing algorithms.
1315                 {\bf G.3}: Mathematics of Computing, PROBABILITY AND
1316                 STATISTICS, Probabilistic algorithms (including Monte
1317                 Carlo).",
1318}
1319
1320
1321@ARTICLE{Cohen85,
1322AUTHOR={Michael F. Cohen and Donald P. Greenberg},
1323TITLE={The Hemi-Cube: A Radiosity Solution for Complex Environments},
1324JOURNAL={Computer Graphics
1325(SIGGRAPH '85 Proceedings)},
1326VOLUME={19},
1327NUMBER={3},
1328MONTH={July},
1329YEAR={1985},
1330PAGES={31-40},
1331KEYWORDS={shading, diffuse reflection},
1332}
1333
1334@Article{Sutherland:1974:CTH,
1335  author =       "Ivan E. Sutherland and Robert F. Sproull and Robert A.
1336                 Schumacker",
1337  title =        "A Characterization of Ten Hidden-Surface Algorithms",
1338  journal =      "ACM Computing Surveys",
1339  volume =       "6",
1340  number =       "1",
1341  pages =        "1--55",
1342  month =        mar,
1343  year =         "1974",
1344  coden =        "CMSVAN",
1345  ISSN =         "0010-4892",
1346  bibdate =      "Mon Sep 26 21:02:43 1994",
1347  annote =       "A classic paper; describes all the major hidden
1348                 surface algorithms of the time, and gives a
1349                 classification scheme.",
1350  keywords =     "parallel processing; survey; visible surfaces",
1351}
1352
1353
1354@Article{Cohen:2002:survey,
1355  author =       "D. Cohen-Or and Y. Chrysanthou and C. Silva and F. Durand",
1356  title =        " A Survey of Visibility for Walkthrough Applications",
1357  year =         "2003",
1358  journal =      "IEEE Transactions on Visualization and Computer Graphics",
1359  volume = "9",
1360  number = "3",
1361  pages = "412--431"
1362}
1363%  note = "Also available as http://www.cs.ucy.ac.cy/\~yiorgos/publications/survey_draft.pdf",
1364
1365@InProceedings{Whitted:1979:IIM,
1366  author =       "T. Whitted",
1367  title =        "An improved illumination model for shaded display",
1368  pages =        "1--14",
1369  booktitle =      "Computer Graphics (Special SIGGRAPH '79 Issue)",
1370  volume =       "13",
1371  number =       "3",
1372  year =         "1979",
1373  month =        aug,
1374  keywords =     "algorithmic aspects, shading, animation/dynamic
1375                 graphics, shaded images, raster graphics",
1376}
1377
1378
1379@Book{Szirmay-Kalos:1995a,
1380  author =       "L{\'a}szl{\'o} {Szirmay-Kalos ed.} and G{\'a}bor
1381                 M{\'a}rton and B. Dobos and T. Horv{\'a}th and P.
1382                 Risztics and E. Kov{\'a}cs",
1383  title =        "Theory of Three-Dimensional Computer Graphics",
1384  note =         "English revision by Ian A. Stroud",
1385  publisher =    "Akad{\'e}miai Kiad{\'o}",
1386  address =      "Budapest, Hungary",
1387  month =        sep,
1388  year =         "1995",
1389  series =       "Technical Sciences: Advances in Electronics",
1390  volume =       "13",
1391  ISBN =         "963-05-6911-6",
1392  library =      "Uni of Newcastle, Auchmuty Library - 006.6 SZIR",
1393  citedby =      "\cite{00000192}",
1394}
1395
1396
1397@InProceedings{Catmull:1975:CDC,
1398  author =       "Edwin E. Catmull",
1399  title =        "Computer Display of Curved Surfaces",
1400  booktitle =    "Proceedings of the IEEE Conference on Computer
1401                 Graphics, Pattern Recognition, and Data Structure",
1402  pages =        "11--17",
1403  year =         "1975",
1404  month =        may,
1405  conference =   "held in Los Angeles; 14-16 May 1975",
1406  keywords =     "curves and surfaces, design and modeling, graphics,
1407                 algorithms",
1408}
1409
1410@Book{Weisstein:1999:CCE,
1411  author =       "Eric W. Weisstein",
1412  title =        "The {CRC} Concise Encyclopedia of Mathematics",
1413  publisher =    "CRC Press",
1414  address =      "2000 N.W. Corporate Blvd., Boca Raton, FL 33431-9868,
1415                 USA",
1416  pages =        "1969",
1417  year =         "1999",
1418  ISBN =         "0-8493-9640-9",
1419  LCCN =         "QA5.W45 1999",
1420  bibdate =      "Tue Apr 13 06:58:01 1999",
1421  price =        "US\$79.95",
1422  acknowledgement = ack-mg,
1423  annote =       "From Michel Goossens: ``This is a marvelous book for
1424                 all (of us) who like mathematics. It might be
1425                 interesting to note the quote from the start of the
1426                 Acknowledgements, where the author spends a whole
1427                 paragraph thanking Knuth for inventing \TeX{} (he
1428                 started his book some ten years ago in Word \ldots{}),
1429                 without which he could never have published his book.
1430                 He also thanks Trevorrow (for Oz\TeX) and Drakos and
1431                 Ross (for \LaTeX2HTML). His whole book is on the Web
1432                 (with {\tt l2h})
1433                 \path=http://www.astro.virginia.edu/~eww6n/math/=
1434                 (Eric's Treasure Troves of Science), although often the
1435                 site is unavailable due to the many downlaod
1436                 requests.''",
1437}
1438
1439@InProceedings{EVL-2001-66,
1440  year =         "2001",
1441  title =        "Searching Triangle Strips Guided by Simplification
1442                 Criterion",
1443  author =       "O. Belmonte and J. Ribelles and I. Remolar and M.
1444                 Chover",
1445  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-66",
1446  abstract =     "Triangle strips are widely used as a method to
1447                 accelerate the visualisation process of polygon models
1448                 in interactive graphics applications. Another widely
1449                 used method to improve drawing speed is the utilisation
1450                 of multiresolution models. These models are constructed
1451                 based on simplification algorithms. None of the current
1452                 algorithms for searching strips contemplates the
1453                 posterior simplification of the initial model. In this
1454                 paper an algorithm for searching strips is presented.
1455                 The triangles forming a strip are selected based on a
1456                 simplification criterion according to the average
1457                 quadratic error associated with the contraction of
1458                 edges so that the model is simplified. In this manner
1459                 the strips encountered are conserved as the model is
1460                 being simplified. The strips generated in this way may
1461                 be used to draw the polygon model in an incremental
1462                 form or to transmit it progressively within a computer
1463                 network.",
1464  editor =       "V. Skala",
1465  keywords =     "Triangle strip searching, interactive visualisation,
1466                 simplification algorithms, multiresolution models.",
1467  booktitle =    "WSCG 2001 Conference Proceedings",
1468}
1469
1470
1471@InProceedings{EVL-2001-262,
1472  pages =        "91--100",
1473  year =         "2001",
1474  title =        "Tunneling for Triangle Strips in Continuous
1475                 Level-of-Detail Meshes",
1476  author =       "A. James Stewart",
1477  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-262",
1478  abstract =     "This paper describes a method of building and
1479                 maintaining a good set of triangle strips for both
1480                 static and continuous level-of-detail (CLOD) meshes.
1481                 For static meshes, the strips are better than those
1482                 computed by the classic SGI and STRIPE algorithms. For
1483                 CLOD meshes, the strips are maintained incrementally as
1484                 the mesh topology changes. The incremental changes are
1485                 fast and the number of strips is kept very small.",
1486  editor =       "B. Watson and J. W. Buchanan",
1487  booktitle =    "Proceedings of Graphics Interface",
1488}
1489
1490
1491@InProceedings{EVL-1996-290,
1492  pages =        "319--326",
1493  year =         "1996",
1494  title =        "Optimizing Triangle Strips for Fast Rendering",
1495  author =       "Francine Evans and Steven S. Skiena and Amitabh
1496                 Varshney",
1497  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1996-290",
1498  abstract =     "Almost all scientific visualization involving surfaces
1499                 is currently do ne via triangles. The speed at which
1500                 such triangulated surfaces can be displayed is crucial
1501                 to interactive visualization and is bounded by the rate
1502                 at which triangulated data can be sent to the graphics
1503                 subsystem for rendering. Partitioning polygonal models
1504                 into triangle strips can significantly reduce rendering
1505                 times over transmitting each triangle individually. In
1506                 this paper, we present new and efficient algorithms for
1507                 constructing triangle strips from partially
1508                 triangulated models, and experimental results showing
1509                 these strips are 10--30\% better than those from
1510                 previous codes. Further, we study the impact of larger
1511                 buffer sizes and various queuing disciplines on the
1512                 effectiveness of triangle strips.",
1513  organization = "IEEE",
1514  editor =       "Roni Yagel and Gregory M. Nielson",
1515  booktitle =    "IEEE Visualization '96",
1516}
1517
1518
1519@TechReport{ESV_triangle96,
1520  author =       {F. Evans and S. Skiena and A. Varshney},
1521  title =        {Completing sequential triangulations is hard},
1522  institution =  {Dept. of Computer Science, State University of New York at Stony Brook},
1523  year =         {1996},
1524}
1525
1526
1527
1528@Article{Jones:1971:NAL,
1529  author =       "C. B. Jones",
1530  title =        "A New Approach to the `Hidden Line' Problem",
1531  year =         "1971",
1532  month =        aug,
1533  journal =      "Computer Journal",
1534  volume =       "14",
1535  number =       "3",
1536  pages =        "232--237",
1537  keywords =     "hidden surface",
1538}
1539
1540@InProceedings{Durand_CVPUEP2000,
1541  author =       "Fr{\Ž{e}}do Durand and George Drettakis and Jo{\"e}lle
1542                 Thollot and Claude Puech",
1543  title =        "Conservative Visibility Preprocessing Using Extended
1544                 Projections",
1545  pages =        "239--248",
1546  editor =       "Sheila Hoffmeyer",
1547  booktitle =    "Proceedings of the Computer Graphics Conference 2000
1548                 ({SIGGRAPH}-00)",
1549  month =        jul # " ~23--28",
1550  publisher =    "ACMPress",
1551  address =      "New York",
1552  year =         "2000",
1553}
1554
1555
1556@InProceedings{Hudson97,
1557author =       "T. Hudson and D. Manocha and J. Cohen and M. Lin and K. Hoff and H. Zhang",
1558title =        "Accelerated Occlusion Culling using Shadow Frusta",
1559year =         "1997",
1560booktitle =    "Proceedings of the Thirteenth ACM Symposium on
1561                  Computational Geometry",
1562 pages =        "1--10",
1563 publisher =    "ACM Press"
1564
1565}
1566
1567
1568
1569@InProceedings{Greene:1996:HPT,
1570author =       "Ned Greene",
1571title =        "Hierarchical Polygon Tiling with Coverage Masks",
1572pages =        "65--74",
1573booktitle =    "Proceedings of SIGGRAPH '96",
1574year =         "1996",
1575month =        aug,
1576abstract =     "We present a novel polygon tiling algorithm in which
1577recursive subdivision of image space is driven by
1578coverage masks that classify a convex
1579polygon as
1580inside, outside, or intersecting cells in an image
1581hierarchy. This approach permits Warnock-style
1582subdivision with its
1583logarithmic search properties to
1584be driven very efficiently by bit-mask operations. The
1585resulting hierarchical polygon tiling algorithm
1586performs subdivision and
1587visibility computations very
1588rapidly while only visiting cells in the image
1589hierarchy that are crossed by visible
1590edges in the
1591output image. Visible samples are never overwritten. At
1592512x512 resolution, the algorithm tiles as
1593rapidly as
1594traditional incremental scan conversion, and at high
1595resolution (e.g. 4096x4096) it is much
1596faster, making
1597it well suited to antialiasing by oversampling and
1598filtering. For densely occluded scenes, we combine
1599hierarchical tiling with
1600the {\"h}ierarchical
1601visibility{\" }algorithm to enable hierarchical
1602object-space culling. When we tested this combination
1603on a densely occluded
1604model, it computed visibility on
1605a 4096x4096 grid as rapidly as hierarchical z-buffering
1606tiled a 512x512 grid, and it effectively antialiased
1607scenes containing
1608hundreds of thousands of visible
1609polygons. The algorithm requires strict front-to-back
1610traversal of polygons, so we represent a
1611scene as a BSP
1612tree or as an octree of BSP trees. When maintaining
1613depth order of polygons is not convenient,
1614we combine
1615hierarchical tiling with hierarchical z-buffering,
1616resorting to z-buffering only in regions
1617of the screen
1618where the closest object is not encountered first.",
1619}
1620
1621@InProceedings{thibault87a,
1622author =       "William C. Thibault and Bruce F. Naylor",
1623title =        "Set Operations on Polyhedra Using Binary Space
1624Partitioning Trees",
1625pages =        "153--162",
1626booktitle =      "Proceedings of SIGGRAPH '87",
1627volume =       "21",
1628year =         "1987",
1629month =        jul,
1630keywords =     "polyhedra, set operations, geometric modeling,
1631geometric search, point location",
1632}
1633
1634
1635
1636
1637
1638@Article{Plantinga85,
1639author =       "W. H. Plantinga and C. R. Dyer",
1640title =        "An Algorithm for Constructing the Aspect Graph",
1641journal =      "CS TR",
1642volume =       "627",
1643publisher =    "UNIV of Wisconsin --- Madison",
1644month =        dec,
1645year =         "1985",
1646}
1647
1648@InProceedings{Crawford85,
1649author =       "C. G. Crawford",
1650title =        "Aspect Graphs and Robot Vision",
1651year =         "1985",
1652booktitle =    "Proceedings, {CVPR} '85 ({IEEE} Computer Society
1653Conference on Computer Vision and Pattern Recognition,
1654San Francisco, {CA},
1655June 10--13, 1985)",
1656publisher =    "IEEE",
1657organization = "IEEE",
1658series =       "IEEE Publ. 85CH2145-1.",
1659institution =  "USNA",
1660pages =        "382--384",
1661keywords =     "IMAGE PART FORM, LARGE DIMENSIONALITY",
1662}
1663
1664@Article{PLA90,
1665author =       "H. Plantinga and C. Dyer",
1666title =        "Visibility, Occlusion, and the Aspect Graph",
1667journal =      "International Journal of Computer Vision",
1668volume =       "5",
1669number =       "2",
1670year =         "1990",
1671pages =        "137--160",
1672}
1673
1674@InProceedings{FOCS86*123,
1675author =       "W. H. Plantinga and C. R. Dyer",
1676title =        "An Algorithm for Constructing the Aspect Graph",
1677pages =        "123--131",
1678booktitle =    "27th Annual Symposium on Foundations of Computer
1679Science",
1680ISBN =         "0-8186-0740-8",
1681month =        oct,
1682publisher =    "IEEE Computer Society Press",
1683address =      "Los Angeles, Ca., USA",
1684year =         "1986",
1685}
1686
1687@InProceedings{egger92,
1688title =        "The scale space aspect graph",
1689author =       "D. W. Eggert and K. W.
1690Bowyer and C. R. Dyer and H. I.
1691Christensen and D. B. Goldgof",
1692booktitle =    "Proceedings. 1992 IEEE Computer Society
1693Conference on
1694Computer Vision and Pattern Recognition (Cat.
1695No.92CH3168-2)",
1696pages =        "335--40",
1697publisher =    "IEEE Comput. Soc.
1698Press Los Alamitos, CA, USA",
1699year =         "1992",
1700organization = "IEEE",
1701}
1702
1703@Article{EggertDavi1993a,
1704author =       "David W. Eggert and Kevin W. Bowyer and Charles R.
1705Dyer and Henrik I. Christensen and Dmitry B. Goldgof",
1706journal =      "Pattern Analysis and Machine Intelligence",
1707title =        "The Scale Space Aspect Graph",
1708year =         "1993",
1709document-size = "359.5 kbytes",
1710url =
1711"ftp://ftp.cs.wisc.edu/computer-vision/pami93-eggert.ps.Z",
1712month =        nov,
1713number =       "11",
1714pages =        "1114--1130",
1715volume =       "15",
1716scope =        "model",
1717}
1718
1719@TechReport{MIT-LCS//MIT/LCS/TR-612,
1720author =       "S. Teng",
1721title =        "Combinational Aspects of Geometric Graphs",
1722institution =  "Massachusetts Institute of Technology,
1723Laboratory for
1724Computer Science",
1725type =         "Technical Report",
1726number =       "MIT-LCS//MIT/LCS/TR-612",
1727pages =        "13",
1728month =        may,
1729year =         "1994",
1730abstract =     "As a special case of our main
1731result, we show that for
1732all L$>$0, each k-nearest neighborhood graph in d
1733dimensions excludes Kh as a depth in L
1734minor if h=W
1735(Ld-1). More generally, we prove that the overlap
1736graphs defined by Miller, Teng, Thurston
1737and Vavais
1738[18] have this combinatorial property. By a
1739construction of Plotkin, Rao and Smith
1740[23], our result
1741implies that overlap graphs have {"}good{"} cut-covers,
1742answering an open question of Kaklamanis,
1743Krizanc and
1744Rao [12]. Consequently, overlap graphs can be emulated
1745on hypercube graphs with a constant factor
1746of slow down
1747and on butterfly graphs with a factor of O(log*n) slow
1748down. Therefore, computations on overlap
1749graphs, such
1750as finite-element and finite-difference methods on
1751{"}well-conditioned{"} meshes and image
1752processing on
1753k- nearest neighborhood graphs, can be performed on
1754hypercubic parallel machines with linear
1755speed-up. Our
1756result, in conjunction with a result of Plotkin, Rao
1757and Smith, also yields a combinatorial
1758proof to that
1759overlap graphs have separators of sublinear size. We
1760also show that with high probability, the Delaunay
1761diagram, the relative
1762neighborhood graph and the
1763k-nearest neighborhood graph of a random point set
1764exclude Kh as a depth L minor if h=W(L d/2
1765log n).",
1766note =         "Cost is \$12.",
1767}
1768
1769
1770
1771
1772@Book{Heckbert94-GGF,
1773  editor =       "Paul Heckbert",
1774  year =         "1994",
1775  title =        "Graphics {Gems} {IV}",
1776  publisher =    "Academic Press Professional",
1777  address =      "Boston, MA",
1778  keywords =     "Delaunay triangulation, finite elements, meshing,
1779                 pixel luminance scaling",
1780  comments =     "includes useful C and C++ code related to radiosity
1781                 algorithms (Delaunay triangulation and pixel luminance
1782                 scaling)",
1783}
1784
1785
1786@InCollection{Greene:1994:DIR,
1787  author =       "Ned Greene",
1788  booktitle =    "Graphics Gems IV",
1789  title =        "Detecting Intersection of a Rectangular Solid and a
1790                 Convex Polyhedron",
1791  publisher =    "Academic Press",
1792  address =      "Boston",
1793  pages =        "74--82",
1794  year =         "1994",
1795  keywords =     "collision detection, octree, computational geometry",
1796  summary =      "Presents an optimized technique to test for
1797                 intersection between a convex polyhedron and a box.
1798                 This is useful when comparing bounding boxes against a
1799                 viewing frustum in a rendering program, for instance.
1800                 Contains pseudocode.",
1801}
1802
1803@InProceedings{Chen:1996:FPA,
1804  author =       "{Han-Ming} Chen and {Wen-Teng} Wang",
1805  title =        "The Feudal Priority Algorithm on Hidden-Surface
1806                 Removal",
1807  pages =        "55--64",
1808  booktitle =    "Proceedings of SIGGRAPH '96",
1809  year =         "1996",
1810  month =        aug,
1811  abstract =     "Development of a real-time shaded rendering approach
1812                 for a frequently changing viewpoint or view vector is
1813                 very important in the simulation of 3-D objects in
1814                 Computer-Aided Design. A new approach is proposed in
1815                 this paper to meet this demand in a very efficient
1816                 manner. A pre-processing phase, in which a feudal
1817                 priority tree is established for all polygons of an
1818                 object, and a post-processing phase, in which a
1819                 rendering priority list is searched for from the feudal
1820                 priority tree for a new viewpoint or view vector, are
1821                 included in our approach. The most time-consuming work
1822                 is finished in the pre-processing phase which only has
1823                 to be executed once for an object, and the relatively
1824                 simple task is left to the post-processing phase, which
1825                 is repeated when the viewpoint or view vector is
1826                 changed. For the pre-processing phase, a static version
1827                 and a dynamic version are proposed in this paper. The
1828                 one-way priority relations of all polygons are computed
1829                 in the former part of the dynamic pre-processing in a
1830                 more efficient way than that in the static
1831                 pre-processing, but the latter part of the dynamic
1832                 pre-processing is still based on the static
1833                 pre-processing. A new concept of {\"a}bsolute
1834                 priority{\" }is introduced to systematically reduce the
1835                 polygons in which a separating plane is to be searched
1836                 for so the probability of finding the separating plane
1837                 is much increased. This is the basis to implement
1838                 another important concept of {\"s}eparating before
1839                 splitting{\" }by which the polygon splittings are much
1840                 reduced. Hence the efficiency in the pre-processing and
1841                 the post-processing phases is highly increased.",
1842}
1843
1844
1845
1846
1847
1848
1849@InProceedings{Zhang97,
1850  title =        "Visibility Culling Using Hierarchical Occlusion Maps",
1851  language =     "en",
1852  month =        aug,
1853  editor =       "Turner Whitted",
1854  series =       "Annual Conference Series",
1855  booktitle =    "SIGGRAPH 97 Conference Proceedings",
1856  publisher =    "Addison Wesley",
1857  pages =        "77--88",
1858  year =         "1997",
1859  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1997-147",
1860  author =       "Hansong Zhang and Dinesh Manocha and Thomas Hudson and
1861                 Kenneth E. {Hoff III}",
1862  abstract =     "We present hierarchical occlusion maps (HOM) for
1863                 visibility culling on complex models with high depth
1864                 complexity. The culling algorithm uses an object space
1865                 bounding volume hierarchy and a hierarchy of image
1866                 space occlusion maps. Occlusion maps represent the
1867                 aggregate of projections of the occluders onto the
1868                 image plane. For each frame, the algorithm selects a
1869                 small set of objects from the model as occluders and
1870                 renders them to form an initial occlusion map, from
1871                 which a hierarchy of occlusion maps is built. The
1872                 occlusion maps are used to cull away a portion of the
1873                 model not visible from the current viewpoint. The
1874                 algorithm is applicable to all models and makes no
1875                 assumptions about the size, shape, or type of
1876                 occluders. It supports approximate culling in which
1877                 small holes in or among occluders can be ignored. The
1878                 algorithm has been implemented on current graphics
1879                 systems and has been applied to large models composed
1880                 of hundreds of thousands of polygons. In practice, it
1881                 achieves significant speedup in interactive
1882                 walkthroughs of models with high depth complexity.",
1883  organization = "ACM SIGGRAPH",
1884  note =         "ISBN 0-89791-896-7",
1885  keywords =     "visibility culling, interactive display, image
1886                 pyramid, occlusion culling, hierarchical data
1887                 structures",
1888}
1889
1890
1891@PhdThesis{Durand99-phd,
1892  author =       "Fr{\'{e}}do Durand",
1893  month =        jul,
1894  year =         "1999",
1895  title =        "3{D} Visibility: Analytical Study and Applications",
1896  address =      "Grenoble, France",
1897  school =       "Universite Joseph Fourier",
1898}
1899
1900
1901@InProceedings{EVL-2000-60,
1902  pages =        "239--248",
1903  year =         "2000",
1904  title =        "Conservative Visibility Preprocessing Using Extended
1905                 Projections",
1906  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-60",
1907  author =       "Fr{\'{e}}do Durand and George Drettakis and
1908                 Jo{\"{e}}lle Thollot and Claude Puech",
1909  abstract =     "Visualization of very complex scenes can be
1910                 significantly accelerated using occlusion culling. In
1911                 this paper we present a visibility preprocessing method
1912                 which efficiently computes potentially visible geometry
1913                 for volumetric viewing cells. We introduce novel
1914                 extended projection operators, which permits efficient
1915                 and conservative occlusion culling with respect to all
1916                 viewpoints within a cell, and takes into account the
1917                 combined occlusion effect of multiple occluders. We use
1918                 extended projection of occluders onto a set of
1919                 projection planes to create extended occlusion maps; we
1920                 show how to efficiently test occludees against these
1921                 occlusion maps to determine occlusion with respect to
1922                 the entire cell. We also present an improved projection
1923                 operator for certain specific but important
1924                 configurations. An important advantage of our approach
1925                 is that we can re-project extended projections onto a
1926                 series of projection planes (via an occlusion sweep),
1927                 and accumulate occlusion information from multiple
1928                 blockers. This new approach allows the creation of
1929                 effective occlusion maps for previously hard-to-treat
1930                 scenes such as leaves of trees in a forest. Graphics
1931                 hardware is used to accelerate both the extended
1932                 projection and reprojection operations. We present a
1933                 complete implementation demonstrating significant
1934                 speedup with respect to view-frustum culling only,
1935                 without the computational overhead of on-line occlusion
1936                 culling",
1937  keywords =     "Occlusion culling, visibility determination, PVS",
1938  booktitle =    "Computer Graphics (Proceedings of SIGGRAPH 2000)",
1939}
1940
1941@InProceedings{scg97*421,
1942  author =       "S. Rivi{\`e}re",
1943  title =        "Dynamic visibility in polygonal scenes with the
1944                 visibility complex",
1945  pages =        "421--423",
1946  ISBN =         "0-89791-878-9",
1947  booktitle =    "Proceedings of the 13th International Annual Symposium
1948                 on Computational Geometry ({SCG}-97)",
1949  month =        jun # "~4--6",
1950  publisher =    "ACM Press",
1951  address =      "New York",
1952  year =         "1997",
1953}
1954
1955@InProceedings{SWAT::Vegter1990,
1956  title =        "The Visibility Diagram: a Data Structure for
1957                 Visibility Problems and Motion Planning",
1958  author =       "Gert Vegter",
1959  booktitle =    "{SWAT} 90, 2nd Scandinavian Workshop on Algorithm
1960                 Theory",
1961  year =         "1990",
1962  series =       "Lecture Notes in Computer Science",
1963  volume =       "447",
1964  publisher =    "Springer",
1965  pages =        "97--110",
1966}
1967
1968@Article{Welzl:1985:CVG,
1969  author =       "Emo Welzl",
1970  title =        "Constructing the Visibility Graph for $n$-Line
1971                 Segments in ${O}(n^2)$ Time",
1972  journal =      "Information Processing Letters",
1973  volume =       "20",
1974  number =       "4",
1975  pages =        "167--171",
1976  day =          "10",
1977  month =        may,
1978  year =         "1985",
1979  coden =        "IFPLAT",
1980  ISSN =         "0020-0190",
1981  mrclass =      "68U05",
1982  mrnumber =     "86m:68135",
1983  bibdate =      "Wed Nov 11 12:16:26 MST 1998",
1984  acknowledgement = ack-nhfb,
1985  affiliation =  "Leiden State Univ, Inst of Applied Mathematics \&
1986                 Computer Science, Leiden, Neth",
1987  affiliationaddress = "Leiden State Univ, Inst of Applied Mathematics
1988                 \& Computer Science, Leiden, Neth",
1989  classification = "723; 921; C1160 (Combinatorial mathematics); C4190
1990                 (Other numerical methods)",
1991  corpsource =   "Inst. for Inf. Proc., Tech. Univ. of Graz, Austria",
1992  journalabr =   "Inf Process Lett",
1993  keywords =     "computational geometry; computer programming ---
1994                 Algorithms; Graph Theory; graph theory; line segments;
1995                 mathematical techniques; n-line segments;
1996                 nontransparent obstacles; O(n/sup 2/) time; shortest
1997                 path; undirected graph; visibility graph",
1998  pubcountry =   "Netherlands A01",
1999  treatment =    "T Theoretical or Mathematical",
2000}
2001
2002@InProceedings{EVL-2000-59,
2003  pages =        "229--238",
2004  year =         "2000",
2005  title =        "Conservative Volumetric Visibility with Occluder
2006                 Fusion",
2007  author =       "Gernot Schaufler and Julie Dorsey and Xavier Decoret
2008                 and Fran{\c{c}}ois X. Sillion",
2009  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-59",
2010  abstract =     "Visibility determination is a key requirement in a
2011                 wide range of graphics algorithms. This paper
2012                 introduces a new approach to the computation of volume
2013                 visibility, the detection of occluded portions of space
2014                 as seen from a given region. The method is conservative
2015                 and classifies regions as occluded only when they are
2016                 guaranteed to be invisible. It operates on a discrete
2017                 representation of space and uses the opaque interior of
2018                 objects as occluders. This choice of occluders
2019                 facilitates their extension into adjacent opaque
2020                 regions of space, in essence maximizing their size and
2021                 impact. Our method efficiently detects and represents
2022                 the regions of space hidden by such occluders. It is
2023                 the first one to use the property that occluders can
2024                 also be extended into empty space provided this space
2025                 is itself occluded from the viewing volume. This proves
2026                 extremely effective for computing the occlusion by a
2027                 set of occluders, effectively realizing occluder
2028                 fusion. An auxiliary data structure represents
2029                 occlusion in the scene and can then be queried to
2030                 answer volume visibility questions. We demonstrate the
2031                 applicability to visibility preprocessing for real-time
2032                 walkthroughs and to shadow-ray acceleration for
2033                 extended light sources in ray tracing, with significant
2034                 acceleration in both cases.",
2035  booktitle =    "Computer Graphics (Proceedings of SIGGRAPH 2000)",
2036}
2037
2038@Book{Stolfi:1991:OPG,
2039  author =       "J. Stolfi",
2040  title =        "Oriented Projective Geometry: {A} Framework for
2041                 Geometric Computations",
2042  publisher =    "Academic Press",
2043  year =         "1991",
2044}
2045
2046
2047@InProceedings{wonka00,
2048  pages =        "71--82",
2049  year =         "2000",
2050  title =        "Visibility Preprocessing with Occluder Fusion for Urban
2051Walkthroughs",
2052  author =       "Peter Wonka and Michael Wimmer and Dieter Schmalstieg",
2053  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
2054}
2055
2056
2057@InProceedings{koltun00,
2058  year =         "2000",
2059  title =        "Virtual Occluders:
2060An Efficient Intermediate PVS Representation",
2061  author =       "Vladlen Koltun and Yiorgos Chrysanthou and Daniel Cohen-Or",
2062  booktitle =    "Proceedings of EUROGRAPHICS Workshop on Rendering",
2063}
2064
2065
2066@Article{Cho:1999:IRT,
2067  author =       "Franklin S. Cho and David Forsyth",
2068  title =        "Interactive ray tracing with the visibility complex",
2069  journal =      "Computers and Graphics",
2070  volume =       "23",
2071  number =       "5",
2072  pages =        "703--717",
2073  month =        oct,
2074  year =         "1999",
2075  coden =        "COGRD2",
2076  ISSN =         "0097-8493",
2077  bibdate =      "Sat Oct 21 14:27:20 MDT 2000",
2078  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",
2079  acknowledgement = ack-nhfb,
2080}
2081
2082
2083@InProceedings{koltun01,
2084  year =         "2001",
2085  title =        "Hardware-Accelerated From-Region Visibility Using a Dual Ray Space",
2086  author =       "Vladlen Koltun and Yiorgos Chrysanthou and Daniel Cohen-Or",
2087  booktitle =    "Proceedings of the 12th EUROGRAPHICS Workshop on Rendering",
2088}
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