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OpenGL-assisted occlusion culling for large polygonal models

Dirk Bartz, Michael Meißner, Tobias Hüttner
1999 Computers & graphics  
Using a combination of hierarchical model-space partitioning, OpenGL-assisted view-frustum culling, and OpenGL-assisted occlusion culling, we achieve a significantly better performance on general polygonal  ...  Furthermore, we propose a small addition to the OpenGL rendering pipeline to enhance the framebuffer's ability for faster and more detailed occlusion queries.  ...  Acknowledgements This work has been supported by the MedWis project of the German federal ministry of Education and Science, by DFG project SFB 382, and by the state of Baden-Württemberg.  ... 
doi:10.1016/s0097-8493(99)00090-4 fatcat:hxvj3qkltvc67djfzjt7magu6a

Occlusion Culling for Sub-Surface Models in Geo-Scientific Applications [article]

John Plate, Anselm Grundhoefer, Benjamin Schmidt, Und Bernd Froehlich
2004 EUROVIS 2005: Eurographics / IEEE VGTC Symposium on Visualization  
Modern graphics cards support occlusion culling in hardware. We present a three pass algorithm, which makes efficient use of this feature.  ...  During the second pass, we render the same objects against the z-buffer of the first pass while submitting an occlusion query with each object.  ...  [1] combine level-of-detail rendering with occlusion culling.  ... 
doi:10.2312/vissym/vissym04/267-272 fatcat:xomk4eybdzbohkpef7e4jamdku

Efficient Occlusion Culling for Large Model Visualization [chapter]

Dirk Bartz, Michael Meißner, Gordon Müller
2003 Data Visualization  
Occlusion and visibility culling is one of the major techniques to reduce the geometric complexity of large polygonal models.  ...  Since the introduction of hardware assisted-occlusion culling in OpenGL (as an extension), solely software-based approaches are losing relevance rapidly for applications which cannot exploit specific knowledge  ...  information of the associated scene entities, or only information with less detail (a lower level-of-detail).  ... 
doi:10.1007/978-1-4615-1177-9_1 fatcat:l67g4ayjcbavriz2757v4tkhbu

An Adaptive and Hybrid Approach for Revisiting the Visibility Pipeline

Ícaro Lins Leitão da Cunha, Luiz Marcos Garcia Gonçalves
2016 CLEI Electronic Journal  
For this purpose, our algorithm executes the culling by using a hybrid paradigm based on viewing-frustum, back-face culling and occlusion models.  ...  This novel approach can be used in devices with no dedicated processors or with low processing power, as cell phones or embedded displays, or to visualize data through the Internet, as in virtual museums  ...  [17] integrates adaptive sampling-based simplification, visibility culling, out-of-core data management and level-of-detail.  ... 
doi:10.19153/cleiej.19.1.8 fatcat:gta22d6c3fgztmliyyp6cavkei

Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU

Chao Peng, Yong Cao
2013 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '13  
Recently, many GPU-based level-of-detail (LOD) algorithms have been proposed to decrease the complexity of 3D models in a parallel fashion.  ...  In this paper, we aim to tackle the challenge of integrated parallel processing for both mesh simplification and occlusion culling.  ...  We generate an adaptively simplified model at run-time with an object-level parallel LOD selection and a triangle-level parallel geometric reformation. 2.  ... 
doi:10.1145/2448196.2448235 dblp:conf/si3d/PengC13 fatcat:dugtqpzjjze6lhykmvxse6ehfm

Level of detail parent and dynamic culling scheme for flight simulator

Chung Jae Lee, Kyong Hoon Kim, Ki Il Kim
2018 International Journal of Engineering & Technology  
So, conservational level of detail and culling schemes have adaptation problem in flight simulator.  ...  Background/Objectives: Due to huge volume of data, it is required to reduce the number of vertices in flight simulator through level of detail and culling.  ...  Two famous methods, Level of Detail (LOD) [1] and culling scheme [2] , have been proposed but they work in completely different way.  ... 
doi:10.14419/ijet.v7i2.33.14186 fatcat:wkx7gkfrpjddhmerg7bsuza43m

Revisiting the visibility problem with a hybrid structure paradigm

Icaro L. L. Cunha, Luiz M. G. Goncalves
2015 2015 Latin American Computing Conference (CLEI)  
For this purpose, our algorithm executes the culling by using a hybrid paradigm based on viewing-frustum, back-face culling and occlusion models.  ...  We come up with a resulting dry structure in the sense of data reduction that can be used for on-line, interactive applications.  ...  The method of Tian et al. [17] integrates adaptive sampling-based simplification, visibility culling, out-of-core data management and level-of-detail.  ... 
doi:10.1109/clei.2015.7359460 dblp:conf/clei/CunhaG15 fatcat:kvhkk267cndynmtnf5wcw2wbce

Modeling and Visualization of Complex Geometric Environments [chapter]

Türker Yilmaz, Uğur Güdükbay, Varol Akman
2004 Geometric Modeling: Techniques, Applications, Systems and Tools  
Although these systems are impressive, they cannot catch up with the quality demanded by graphics systems used for visualizing complex geometric environments.  ...  Modern graphics workstations allow rendering of millions of polygons per second.  ...  Occlusion Culling with Preprocessing Occlusion culling algorithms can be classified based on targeted environments.  ... 
doi:10.1007/978-94-017-1689-5_1 fatcat:qfv4hei7rfbzdgvgzf6ahg2v5i

Integrating Occlusion Culling into LOD on GPU [article]

Chao Peng
2014 Pacific Conference on Computer Graphics and Applications  
In this paper, we present a novel rendering approach that seamlessly integrates occlusion culling with the LOD approach in a unified scheme towards the GPU architecture.  ...  Recently, GPU-based level-of-detail (LOD) approaches have been proposed to fast decrease the complexity of a 3D model, but applying only LOD approaches is usually not sufficient to achieve highly interactive  ...  The desired level of detail of the ith object is represented with a pair of vertex count and triangle count. We denote them as vc i and tc i , respectively.  ... 
doi:10.2312/pgs.20141246 dblp:conf/pg/Peng14 fatcat:mqkrwfyl6nfqpasnqoahkbs7zy

GigaWalk: Interactive Walkthrough of Complex Environments [article]

William V. Baxter III, Avneesh Sud, Naga K. Govindaraju, Dinesh Manocha
2002 Symposium on Rendering  
Our approach combines occlusion culling and levels-of-detail and uses two graphics pipelines with one or more processors.  ...  Overall, our system's combination of levels-of-detail and occlusion culling techniques results in significant improvements in frame-rate over view-frustum culling or either single technique alone.  ...  The Double Eagle model is courtesy of Rob Lisle, Bryan Marz, and Jack Kanakaris at NNS. The Power Plant environment is courtesy of an anonymous donor.  ... 
doi:10.2312/egwr/egwr02/203-214 fatcat:wkv2g3qoyjgjxdyrpv5wk2ec6q

Extending graphics hardware for occlusion queries in OpenGL

Dirk Bartz, Michael Meißner, Tobias Hüttner
1998 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware - HWWS '98  
Added after the depth test stage of the OpenGL rendering pipeline, our algorithm provides fast queries to establish the occlusion of polygonal objects.  ...  None of the numerous published algorithms provide visibility performance for interactive rendering of large models. In this paper, we propose an OpenGL extension for fast occlusion queries.  ...  Acknowledgements This work has been supported by the MedWis program of the German Federal Ministry for Education, Science, Research and Technology, by DFG project SFB 382, and by the state of Baden-Württemberg  ... 
doi:10.1145/285305.285317 fatcat:pvtisqvmyfbtrcxrp7kbiizqsy

Parallel View-Dependent Out-of-Core Progressive Meshes [article]

Evgenij Derzapf, Nicolas Menzel, Michael Guthe
2010 International Symposium on Vision, Modeling, and Visualization  
A common way to deal with such models is to use multiple levels of detail (LODs), which represent a model at different complexity levels.  ...  Hierarchical level of detail (HLOD) algorithms are a common solution for this problem, but they have numerous disadvantages.  ...  Comparisons to David, Lucy and Sponza scene are not possible, because the split level is too high. With the occlusion-culling we reduce the number of active faces significantly (over 50%).  ... 
doi:10.2312/pe/vmv/vmv10/025-032 dblp:conf/vmv/DerzapfMG10 fatcat:euajef2eqrgaffovcq4i5f3674

Real-Time Rendering Techniques with Hardware Tessellation

M. Nießner, B. Keinert, M. Fisher, M. Stamminger, C. Loop, H. Schäfer
2015 Computer graphics forum (Print)  
In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly-detailed surfaces in real-time  ...  Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading.  ...  level-of-detail rendering.  ... 
doi:10.1111/cgf.12714 fatcat:irw6sucit5ctdhb6ygj4jqvmlq

State of the Art Report on Real-time Rendering with Hardware Tessellation [article]

H. Schäfer, M. Nießner, B. Keinert, M. Stamminger, C. Loop
2014 Eurographics State of the Art Reports  
In this state of the art report, we provide an overview of recent work and challenges in this topic by summarizing, discussing and comparing methods for the rendering of smooth and highly detailed surfaces  ...  For a long time, GPUs have primarily been optimized to render more and more triangles with increasingly flexible shading.  ...  However, occlusion culling detects and culls significantly more patches with increased depth complexity since back-patch culling algorithms cannot take advantage of inter object/patch occlusions.  ... 
doi:10.2312/egst.20141037 fatcat:5tahtayzszd3fletv4yk3rnh2i

Conservative occlusion culling for urban visualization using a slice-wise data structure

Türker Yılmaz, Uğur Güdükbay
2007 Graphical Models  
Empirical results show that significant increase in frame rates and decrease in the number of processed polygons can be achieved using the proposed slice-wise occlusion-culling as compared to an occlusion-culling  ...  We observe that the visible parts of the objects usually have simple shapes. This observation establishes the base for occlusion-culling where the occlusion granularity is individual slices.  ...  Glasgow Model is courtesy of ABACUS-Architecture and Building Aids Computer Unit of the department of Architecture, University of Strathclyde.  ... 
doi:10.1016/j.gmod.2007.01.002 fatcat:6ksmdosac5eybewxrtr2nkh664
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