Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments

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dc.contributor.authorYoon, Sung-Eui-
dc.contributor.authorSalomon, Brian-
dc.contributor.authorManocha, Dinesh-
dc.date.accessioned2011-05-30T03:08:24Z-
dc.date.available2011-05-30T03:08:24Z-
dc.date.issued2011-05-30-
dc.identifier.urihttp://hdl.handle.net/10203/23924-
dc.description.abstractrendering and conservative occlusion culling for interactive display of complex environments. A vertex hierarchy of the entire scene is decomposed into a cluster hierarchy through a novel clustering and partitioning algorithm. The cluster hierarchy is then used for view-frustum and occlusion culling. Using hardware accelerated occlusion queries and frame-to-frame coherence, a potentially visible set of clusters is computed. An active vertex front and face list is computed from the visible clusters and rendered using vertex arrays. The integrated algorithm has been implemented on a Pentium IV PC with a NVIDIA GeForce 4 graphics card and applied in two complex environments composed of millions of triangles. The resulting system can render these environments at interactive rates with little loss in image quality and minimal popping artifacts.en
dc.description.sponsorshipOur work was supported in part by ARO Contract DAAD19-02-1- 0390, NSF awards ACI 9876914 and ACR 0118743, ONR Contract N00014-01-1-0067 and Intel. The isosurface model is courtesy of the LLNL ASCI VIEWS Visualization project. The power plant environment is courtesy of an anonymous donor. We would like to thank Peter Lindstrom for processing the isosurface model, and the members of UNC Walkthrough group for their useful discussions and support.en
dc.language.isoen_USen
dc.subjectInteractive Displayen
dc.subjectView-Dependent Renderingen
dc.subjectOcclusion Cullingen
dc.subjectLevel of Detailen
dc.subjectMultiresolution Hierarchiesen
dc.titleInteractive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environmentsen
dc.typeArticleen
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