Accelerated Walkthroughs of Virtual Environments Based on Visibility Preprocessing and Simplification (original) (raw)

vLOD: High-Fidelity Walkthrough of Large Virtual Environments

IEEE Transactions on Visualization and Computer Graphics, 2005

We present visibility computation and data organization algorithms that enable high-fidelity walkthroughs of large 3D geometric data sets. A novel feature of our walkthrough system is that it performs work proportional only to the required detail in visible geometry at the rendering time. To accomplish this, we use a precomputation phase that efficiently generates per cell vLOD: the geometry visible from a view-region at the right level of detail. We encode changes between neighboring cells' vLODs, which are not required to be memory resident. At the rendering time, we incrementally construct the vLOD for the current view-cell and render it. We have a small CPU and memory requirement for rendering and are able to display models with tens of millions of polygons at interactive frame rates with less than one pixel screen-space deviation and accurate visibility.

Conservative visibility preprocessing for complex virtual environments

Virtual Systems and Multimedia, 2001. …, 2001

This paper presents a new approach to visibility culling. We propose a conservative visibility preprocessing method for complex virtual environments. The proposed method deals with general 3D graphical models and invisible polygons jointly blocked by multiple occluders. The ...

Conservative visibility preprocessing for walkthroughs of complex urban scenes

Proceedings of the ACM symposium on Virtual reality software and technology - VRST '00, 2000

Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. The proposed method is able to handle more general environments, like urban environments , and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m, user can select a suitable level of trade-off between the preprocessing time and the quality of the computational result. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelepiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. That is inherently a four-dimensional problem. In the proposed method, we efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree, which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility.

Parallel processing for view-dependent polygonal virtual environments

1999

This paper presents a parallel algorithm for preprocessing as well as real-time navigation of view-dependent virtual environments on shared memory multiprocessors. The algorithm proceeds by hierarchical spatial subdivision of the input dataset by an octree. The parallel algorithm is robust and does not generate any artifacts such as degenerate triangles and mesh foldovers. The algorithm performance scales linearly with increase in the number of processors as well as increase in the input dataset complexity. The resulting visualization performance is fast enough to enable interleaved acquisition and modi cation with interactive visualization.

Partial Visibility for Virtual Reality Applications

2000

This paper presents new approximated visibility algorithms. The aim is to develop output sensitive algorithms for virtual environment walk-through applications. We aim to achieve efficient rendering of complex computer models containing partially occluded areas. Emphasis is paid to the rendering of natural environment models. The algorithms presented in this paper perform visibility calculations in a plane, these algorithms have a

Parallel processing for view-dependent polygonal virtual environments

Visual Data Exploration and Analysis VI, 1999

This paper presents a parallel algorithm for preprocessing as well as real-time navigation of view-dependent virtual environments on shared memory multiprocessors. The algorithm proceeds by hierarchical spatial subdivision of the input dataset by an octree. The parallel algorithm is robust and does not generate any artifacts such as degenerate triangles and mesh foldovers. The algorithm performance scales linearly with increase in the number of processors as well as increase in the input dataset complexity. The resulting visualization performance is fast enough to enable interleaved acquisition and modi cation with interactive visualization.

Visibility preprocessing for interactive walkthroughs

ACM SIGGRAPH Computer Graphics, 1991

The number of polygons comprising interesting architectural models is many more than can be rendered at interactive frame rates. However, due to occlusion by opaque surfaces (e.g., walls), only a small fraction of atypical model is visible from most viewpoints.

F.: Rendering of 3d dynamic virtual environments

2016

In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the support of a physics engine and various input systems. It has been designed with a modular structure to allow future expansions. We exploited some open-source state-of-the-art compo-nents such as OGRE, PhysX, ParticleUniverse, etc.; all of them have been properly integrated to obtain peculiar physi-cal and environmental effects. The stand-alone version of the application is fully compatible with Direct3D and OpenGL APIs and adopts OpenAL APIs to manage audio cards. Concluding, we devised a showcase demo which repro-duces a dynamic 3D environment, including some partic-ular effects: the alternation of day and night influencing the lighting of the scene, the rendering of terrain, water and veg-etation, the reproduction of sounds and atmospheric agents.

Rendering of 3D Dynamic Virtual Environments

Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques, 2011

In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the support of a physics engine and various input systems. It has been designed with a modular structure to allow future expansions. We exploited some open-source state-of-the-art components such as OGRE, PhysX, ParticleUniverse, etc.; all of them have been properly integrated to obtain peculiar physical and environmental effects. The stand-alone version of the application is fully compatible with Direct3D and OpenGL APIs and adopts OpenAL APIs to manage audio cards. Concluding, we devised a showcase demo which reproduces a dynamic 3D environment, including some particular effects: the alternation of day and night influencing the lighting of the scene, the rendering of terrain, water and vegetation, the reproduction of sounds and atmospheric agents.