2009
DOI: 10.1111/j.1467-8659.2009.01501.x
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FastV: From‐point Visibility Culling on Complex Models

Abstract: We present an efficient technique to compute the potentially visible set (PVS) of triangles in a complex 3D scene from a viewpoint. The algorithm computes a conservative PVS at object space accuracy. Our approach traces a high number of small, volumetric frusta and computes blockers for each frustum using simple intersection tests. In practice, the algorithm can compute the PVS of CAD and scanned models composed of millions of triangles at interactive rates on a multi-core PC. We also use the visibility algori… Show more

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Cited by 25 publications
(27 citation statements)
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“…However, the proposed splitting operations make these techniques computationally inefficient; instead, it seems that an even higher performance with exact algorithms can be achieved by a two-phase approach that avoids splitting of the frustumshaped beams. 132 In the first phase, a conservative beam tree is constructed using potentially visible sets, 132 and in the second phase, the actual ISs are verified as in the original image-source technique.…”
mentioning
confidence: 99%
“…However, the proposed splitting operations make these techniques computationally inefficient; instead, it seems that an even higher performance with exact algorithms can be achieved by a two-phase approach that avoids splitting of the frustumshaped beams. 132 In the first phase, a conservative beam tree is constructed using potentially visible sets, 132 and in the second phase, the actual ISs are verified as in the original image-source technique.…”
mentioning
confidence: 99%
“…Many interactive applications such as games or VR need 30 − 60 Hz update rates and we may need faster methods to achieve such a performance on current commodity hardware. We are also investigating using frustum tracing for very accurate GA simulations [4]. Finally, we would like to use RESound for other applications such as tele-conferencing and design of sound-based user interfaces.…”
Section: Discussionmentioning
confidence: 99%
“…Recent video games such as Crackdown use ray tracing to compute low-order sound propagation effects. In order to overcome the sampling issues inherent in ray tracing, techniques based on volume tracing [Funkhouser et al 1998;Taylor et al 2009] and image sources [Allen and Berkley 1979;Laine et al 2009;Chandak et al 2009] have been developed. For static scenes, radiosity [Tsingos and Gascuel 1997;Nosal et al 2004;Alarcao et al 2009] or radiance transfer [Siltanen et al 2007;Siltanen et al 2009] methods can be used to model reflections from surfaces with arbitrary BRDFs.…”
Section: Related Workmentioning
confidence: 99%