3D Graphics publications
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[Hu2017] WebTorrent Based Fine-grained P2P Transmission of Large-scale WebVR Indoor ScenesHu, Yonghao, Chen, Zhaohui, Liu, Xiaojun, Huang, Fei, and Jia, JinyuanIn Proceedings of the 22Nd International Conference on 3D Web Technology 2017
The latency of transmitting large-scale 1 WebVR scenes over mobile Internet is known as the bottleneck problem. This paper attacks this challenging problem by combining graphics based progressive transmission and networking based P2P transmission together. Different with those pure research DVE (Distributed Virtual Environment)-P2P works built on simulation platform, a novel WebVR-P2P framework is realized based on WebTorrent and WebGL. At server side, huge WebVR scenes are lightweighted by finding all repetitive components and removing redundant ones, that avoids unnecessary transmission. Furthermore, large-scale WebVR indoor scenes are divided into smaller fine-grained subspaces in terms of closeness and visibility to lower networking congestions. These two preprocessing steps are integrated to decrease less bandwidth occupation at utmost. Then, each fine-grained subspace is packaged adaptively in terms of Frustum Fill Ratio (FFR) for smooth and efficient transmission. A new WebTorrent framework is extended to transmit Web3D files and all packaged WebVR subspaces are transferred in the peer-to-peer style. At Web-end, two-thread, one for package transferring and the other for rendering, is employed asynchronously to realize online real time rendering. Finally, WebVR-P2P platform with three layer architecture is implemented based on all above key technologies, a large-scale WebVR Metro scene (about 1GB) is chosen to test for P2P transmission performance in this WebVR-P2P platform,the practical experimenting results are conducted to show the effectiveness and potentiality of our proposed solution.
@inproceedings{Hu2017, author = {Hu, Yonghao and Chen, Zhaohui and Liu, Xiaojun and Huang, Fei and Jia, Jinyuan}, booktitle = {Proceedings of the 22Nd International Conference on 3D Web Technology}, title = {WebTorrent Based Fine-grained P2P Transmission of Large-scale WebVR Indoor Scenes}, year = {2017}, address = {New York, NY, USA}, pages = {7:1-7:8}, publisher = {ACM}, series = {Web3D '17}, comment = {I contacted the authors to see about getting the source code and got the copy of the docx file for the article :(}, crossref = {Xml3d,X3dom,Cobweb,Three.js,Gltf,A-frame vr,Shikhare2001,Wen2016,Englert2015,Liu2016,Buyukkaya2015,Yahyavi2013,Hu2008,Jia2014,Wang2016,Feross2013,Lopez2013,Kiran2015,Haroula2015}, doi = {10.1145/3055624.3075944}, file = {Hu2017.pdf:Hu2017.pdf:PDF}, groups = {crossRefs, readed, look into more, sucessful, PVS}, isbn = {978-1-4503-4955-0}, keywords = {P2P network, indoor webtorrent, web3D, WebRTC, WebTorrent, WebVR, Fine-grained Preprocessing, Lightweight Preprocessing; Frustum Fill Ratio (FFR), Progressive Transmission, Peer-To-Peer}, location = {Brisbane, Queensland, Australia}, timestamp = {2021-01-27}, url = {http://doi.acm.org/10.1145/3055624.3075944} }
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[Spini2016] Web 3D indoor authoring and VR exploration via texture baking service.Spini, Federico, Marino, Enrico, DâAntimi, Michele, Carra, Edoardo, and Paoluzzi, AlbertoIn Web3D 2016
An interactive user-experience with virtual environments of high visual-quality usually demands either authoring tools of movie- industry level and a server farm, or a native application on the client, or both. Conversely, we introduce here a novel 3D work- flow, targeting specifically the largest needs of high-quality VR ex- perience. Our workflow architecture incorporates both authoring and navigation of quasi-photorealistic scenes directly on the Web platform, thus including mobile and VR devices, and is specifically addressed to the common use by the street man. No software instal- lation is needed. Both simplified authoring and exploration tools are Three.js based, and are mutually connected by a Web service that automatically produces high quality textures, which include light- ing effects, multiple soft shadows, reflections and refractions, by exploiting the Blenderâs physically-based Cycles render engine.
@inproceedings{Spini2016, author = {Spini, Federico and Marino, Enrico and D'Antimi, Michele and Carra, Edoardo and Paoluzzi, Alberto}, booktitle = {Web3D}, title = {Web 3D indoor authoring and VR exploration via texture baking service.}, year = {2016}, pages = {151-154}, crossref = {Doellner2012}, file = {Spini2016.pdf:Spini2016.pdf:PDF}, groups = {crossRefs, readed}, keywords = {web3D, indoor, texture,Web Rendering, Virtual Environments, Graphics Pro- cessing, 3D Visualization, Baking Service}, timestamp = {2020-01-15} }
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[Limper2013] The POP Buffer: Rapid Progressive Clustering by Geometry QuantizationLimper, M., Jung, Y., Behr, J., and Alexa, M.Computer Graphics Forum 2013
Within this paper, we present a novel, straightforward progressive encoding scheme for general triangle soups, which is particularly well-suited for mobile and Web-based environments due to its minimal requirements on the clientâs hardware and software. Our rapid encoding method uses a hierarchy of quantization to effectively reorder the original primitive data into several nested levels of detail. The resulting stateless buffer can progressively be transferred as-is to the GPU, where clustering is efficiently performed in parallel during rendering. We combine our approach with a crack-free mesh partitioning scheme to obtain a straightforward method for fast streaming and basic view-dependent LOD control.
@article{Limper2013, author = {Limper, M. and Jung, Y. and Behr, J. and Alexa, M.}, journal = {Computer Graphics Forum}, title = {The POP Buffer: Rapid Progressive Clustering by Geometry Quantization}, year = {2013}, number = {7}, pages = {197-206}, volume = {32}, crossref = {Alliez2001,Ahn2011,Ben-chen2005,Behr2009,Behr2012,Cho1997,Chun2012,Di2010,Decord2007,Garland1997,Deering1995a,Hoppe1996,Hoppe1998,Hu2009,Hao2001,Isenburg2005,Jovanova2008,KILGARD2008,LAVOUĂ2013,Lee2010,LUEBKE1997,LINDSTROM2000,Lee2012,Low1997,LUEBKE2002,LIMPER2013,MAGLO2012,MEYER2011,PURNOMO2005,PENG2005a,PENG2005b,POOL2008,PAJAROLA200,ROSSIGNAC1992,SANDER2005,SANDER2007,SCHMALSTIEG1997,SVAROVSKY1999,WILLMOTT2011}, doi = {10.1111/cgf.12227}, file = {Limper2013.pdf:Limper2013.pdf:PDF}, groups = {crossRefs, readed}, isbn = {1467-8659}, keywords = {LOD, X3D, webgl, models}, timestamp = {2020-01-15}, url = {http://dx.doi.org/10.1111/cgf.12227} }
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[Leone2012] Implementing software occlusion culling for real-time applicationsLeone, Matias N, Barbagallo, Leandro R, Banquiero, Mariano M, Agromayor, Diego, and Bursztyn, Andrés PMIn XVIII Congreso Argentino de Ciencias de la Computación 2012
The visualization of complex virtual scenes can be significantly accelerated by applying Occlusion Culling. In this work we introduce a variant of the Hierarchical Occlusion Map method to be used in Real-Time applications. To avoid using real objects geometry we generate specialized conservative Occluders based on Axis Aligned Bounding Boxes which are converted into coplanar quads and then rasterized in CPU using a downscaled Depth Buffer. We implement this method in a 3D scene using a software occlusion map rasterizer module specifically optimized to rasterize Occluder quads into a Depth Buffer. We demonstrate that this approach effectively increases the number of occluded objects without generating significant runtime overhead.
@inproceedings{Leone2012, author = {Leone, Matias N and Barbagallo, Leandro R and Banquiero, Mariano M and Agromayor, Diego and Bursztyn, Andr{\'e}s PM}, booktitle = {XVIII Congreso Argentino de Ciencias de la Computaci{\'o}n}, title = {Implementing software occlusion culling for real-time applications}, year = {2012}, crossref = {Zhang1997,Hudson1997,Durand2000,Teller1991,Bittner2004,Hillesland2002,Staneker2003,Germs2001,Danell2001,Hoppe1993,Sub2011,Akenine-Moller2005,Blinn1978,Barbagallo2012}, file = {Leone2012.pdf:Leone2012.pdf:PDF}, groups = {crossRefs, readed}, keywords = {Occlusion culling, Hierarchical Occlusion Map, Occluder skin, visibility determination, Depth Buffer, Occlusion query, Occluder fusion, voxel}, owner = {tom}, timestamp = {2020-01-24} }
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[Marvie2011] Streaming and synchronization of multi-user worlds through HTTP/1.1Marvie, Jean-Eudes, Gautron, Pascal, Lecocq, Pascal, Mocquard, Olivier, and Gérard, FrançoisIn Proceedings of the 16th International Conference on 3D Web Technology 2011
As the trend of online multi-user worlds gets more and more mo- mentum, such worlds usually require heavy infrastructures both in terms of hardware and software: servers often manage the entire world simulation, and hence limit the number of simultaneous con- nections. The data exchanges are performed using proprietary pro- tocols, requiring specific server applications and the use of ded- icated ports which leads to potentially complex proxy issues for connection. Also, online virtual worlds usually target specific plat- forms (e.g. PC for Second Life, or game stations for Playstation Home), and even reduce the use of the world to a subset of avail- able platforms due to bandwidth or hardware requirements. We propose an approach for adaptive streaming of online multi- user virtual worlds, using generic transfer protocols and a unified representation of the worlds usable on an arbitrary wide range of platforms. HTTP/1.1 natively supports two crucial features for data streaming: persistent connections and chunked access to files. We leverage those capabilities to avoid the need for specific server soft- ware, communication ports and transfer protocols. Also, a side ef- fect of the use of HTTP/1.1 is an enhancement of the usability: most current proxies support this protocol, hence sparing the user a specific tuning of proxies and firewalls.Based on those simple capabilities we propose unified representa- tions of arbitrarily large virtual worlds based on X3D, as well as methods for adaptive streaming and interaction regarless of the net- work bandwidth or capabilities of the client hardware.
@inproceedings{Marvie2011, author = {Marvie, Jean-Eudes and Gautron, Pascal and Lecocq, Pascal and Mocquard, Olivier and G\'erard, Fran\c{c}ois}, booktitle = {Proceedings of the 16th International Conference on 3D Web Technology}, title = {Streaming and synchronization of multi-user worlds through HTTP/1.1}, year = {2011}, organization = {ACM}, pages = {111-120}, comment = {no source code :(}, crossref = {RFC1945,Bouras2005,Carlsson1993,Cavagna2006,Cignoni2003a,Deshpande2001,HEWLETT-PACKARD1997,Hoppe1996,Hoppe1998a}, file = {Marvie2011.pdf:Marvie2011.pdf:PDF;Marvie2011.video.avi.mp4:Marvie2011.video.avi.mp4:MP4}, groups = {crossRefs, failed, look into more, PVS, readed}, keywords = {texture, models, network, LOD, X3D, HTTP, geospatial, Procedural, outdoor, Peer-To-Peer}, timestamp = {2021-01-27} }
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[Marvie2004] A VRML97-X3D extension for massive scenery management in virtual worldsMarvie, Jean-Eudes, and Bouatouch, KadiIn Proceedings of the ninth international conference on 3D Web technology 2004
In this paper we present a VRML97-X3D extension to describe pre- computed visibility relationships in the context of progressive trans- mission as well as real time visualization of massive 3D sceneries. The extension we propose can be used to describe cell-to-cell, cell- to-objects as well as hybrid visibility relationships using a generic cell representation. Thanks to these relationships it is possible to represent indoor and outdoor sceneries using the same VRML97- X3D representation. We also present some new mechanisms that allow to perform instance sharing of objects described into separate files. These mechanisms allow to minimize the size of the set of VRML97-X3D files that are used for the database description as well as the amount of main memory required on the client side to visualize the scenery. In addition to these new mechanisms we also explain how we manage the memory on the client side and how we perform data pre-fetching according to the viewpoint movements. Finally we present several tests performed on different kinds of sceneries such as city and architectural models.
@inproceedings{Marvie2004, author = {Marvie, Jean-Eudes and Bouatouch, Kadi}, booktitle = {Proceedings of the ninth international conference on 3D Web technology}, title = {A VRML97-X3D extension for massive scenery management in virtual worlds}, year = {2004}, organization = {ACM}, pages = {145-153}, comment = {nice idea shame there is no source code or demo}, crossref = {Airey1990,Carey1997,Cohen-Or1998,Cohen-Or1998b,Cohen-Or2003,Durand2000,Funkhouser1996,Grhn2000,Haumont2003,Fuchs1980,Koltun2000,Lerner2003,Marvie2003a,Marvie2003b,Marvie2003c,Meneveaux1998,Schaufler2000,Teller1991,Teller1992,Web3D,Wonka2000}, file = {Marvie2004.pdf:Marvie2004.pdf:PDF;Marvie2004.slides.pdf:Marvie2004.slides.pdf:PDF}, groups = {look into more, failed, readed}, keywords = {X3D, portal, VRML97-X3D extension, massive sceneries, progressive transmission, visibility, data management, pre-fetching, interactivity, city models, architectural models., PortalnCell, web3D, VRML97}, timestamp = {2021-01-27} }
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[Marvie2003] Remote rendering of massively textured 3D scenes through progressive texture mapsMarvie, Jean Eudes, and Bouatouch, KadiIn The 3rd IASTED conference on Visualisation, Imaging and Image Processing 2003
In this paper we present a new progressive texture map (PTM) format that encodes the mipmap levels of a texture map into a compact and progressive way. In order to man- age these PTMs for a purpose of remote visualisation of architectural 3D scenes, we make use of a space subdivi- sion and a visibility computation algorithm that are per- formed in a preprocessing step. In addition to this prepro- cessing, we precompute a metric which is used during the navigation to select the texture mipmap levels to be down- loaded and those to be added/removed to/from the graphics hardware memory. Thanks to these mechanisms, we gen- erate and visualize scalable databases for architectural 3D scenes that contain a large number of high resolution tex- ture maps. The visualisation system we propose is based on a client/server architecture and allows for the transmis- sion and the visualization of 3D scenes using either a re- mote server connected via low bandwidth networks or a local server. In addition our system automatically adapts to the power of the client machine.
@inproceedings{Marvie2003, author = {Marvie, Jean Eudes and Bouatouch, Kadi}, booktitle = {The 3rd IASTED conference on Visualisation, Imaging and Image Processing}, title = {Remote rendering of massively textured 3D scenes through progressive texture maps}, year = {2003}, pages = {756-761}, volume = {2}, crossref = {Airey1990,Dumont2001,Funkhouser1996,Funkhouser1992,Said1996,Shapiro1993,Teler2001,Teller1992,Teller1991,Williams1983}, file = {Marvie2003.pdf:Marvie2003.pdf:PDF}, groups = {crossRefs, look into more, failed, readed}, keywords = {Rendering, Textures, Walkthrough, Streaming, network, web3D, VRML97, texture}, owner = {tom}, timestamp = {2020-02-01} }
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[Lerner2003] Breaking the walls: Scene partitioning and portal creationLerner, Alon, Chrysanthou, Yiorgos, and Cohen-Or, DanielIn Computer Graphics and Applications, 2003. Proceedings. 11th Pacific Conference on 2003
In this paper we revisit the cells-and-portals visibility methods, originally developed for the special case of archi- tectural interiors. We define an effectiveness measure for a cells-and-portals partition, and introduce a two-pass al- gorithm that computes a cells-and-portals partition. The algorithm uses a simple heuristic that creates short portals as a mean for generating an effective partition. The input to the algorithm is a set of half edges in 2D, that can be ex- tracted from a complex polygonal model. The first pass of the algorithm creates an initial partition, which is then re- fined by the second pass. We show that our method creates a partition that is more effective than the common BSP parti- tion, even when the latter is further refined with the applica- tion of our second pass. Our cells-and-portals algorithm is designed to deal with arbitrarily oriented walls. The algo- rithm also supports outdoor scenes, where the vertical walls of the buildings serve as occluders and portals are extended above the buildings. We show that the extended portals al- low an output-sensitive rendering of large urban scenes. Finally, since our two-pass method is fully automatic and local, it supports incremental changes of the model by lo- cally recomputing and updating the partition. We call our method âBreaking the Wallsâ (BW) since it breaks out of in- door scenes to outdoor scenes, and allows walls to be bro- ken interactively, with an instant updating of the partition.
@inproceedings{Lerner2003, author = {Lerner, Alon and Chrysanthou, Yiorgos and Cohen-Or, Daniel}, booktitle = {Computer Graphics and Applications, 2003. Proceedings. 11th Pacific Conference on}, title = {Breaking the walls: Scene partitioning and portal creation}, year = {2003}, organization = {IEEE}, pages = {303-312}, crossref = {Airey1990,Bittner1998,Chrysanthou1996,Cohen-Or,Coorg1996,Durand2000,Funkhouser1992,Greene1993,Koltun2001,Luebke1995,Meneveaux1998,Naylor1992,Teller1992,Teller1991,Torres1990,Panne1999,Zhang1997}, file = {Lerner2003.pdf:Lerner2003.pdf:PDF}, groups = {crossRefs, readed, look into more}, keywords = {portal generation, PortalnCell}, timestamp = {2020-01-16} }
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[Wilson2002b] Spatially-Encoded Far-Field Representations for Interactive WalkthroughsAndrew T. Wilson, Dinesh Manocha2002
We introduce the notion of spatially encoded video and use it for efficiently representing image-based impostors for interactive walkthroughs. As part of a pre-process, we automatically decompose the model and compute the far-fields. The resulting texture images are organized along multiple dimensions and can be accessed in a user-steered order at interactive rates. Our encoding algorithm can compress the impostors size by two orders of magnitude. Furthermore, the storage cost for additional impostors or samples grows sublinearly. The resulting system has been applied to a complex CAD environment composed of 13 million triangles. We are able to render it at interactive rates on a PC with little loss in image quality.
@article{Wilson2002b, author = {Andrew T. Wilson, Ketan Mayer-Patel, Dinesh Manocha}, title = {Spatially-Encoded Far-Field Representations for Interactive Walkthroughs}, year = {2002}, comment = {}, crossref = {Darsa1998}, file = {Wilson2002b.pdf:Wilson2002b.pdf:PDF}, keywords = {image databases, image-based rendering, MPEG, rendering systems, spatial data structures, missing-refs, video compression, path-to-take}, owner = {tom}, timestamp = {2021-01-27} }
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[Jeschke2002a] An error metric for layered environment-map impostorsJeschke, Stefan, and Wimmer, MichaelFeb 2002
Impostors are image-based primitives commonly used to replace complex geometry in order to accelerate the rendering of large virtual environments. This paper de- scribes a âlayered impostor techniqueâ used for repre- senting distant scene-parts when seen from a bounded viewing region. A special layer placement is derived which bounds the geometric error introduced by paral- laxes to a defined value. In combination with a special technique for image generation, a high-quality impostor representation without image artifacts can be obtained.
@techreport{Jeschke2002a, author = {Jeschke, Stefan and Wimmer, Michael}, institution = {Vienna University of Technology}, title = {An error metric for layered environment-map impostors}, year = {2002}, month = feb, number = {TR-186-2-02-04}, type = {resreport}, crossref = {Aliaga1999a,Aubel1999,Darsa1997,Decoret1999,Jakulin2000,Lacroute1994,Max1995,Max1996,Meyer1998,Regan1994,Schaufler1996,Schaufler1995,Schaufler1998,Shade1998,Sillion1997}, file = {Jeschke2002a.pdf:Jeschke2002a.pdf:PDF}, groups = {readed, crossRefs}, journal = {Institute of Computer Graphics and Algorithms, Vienna University of Technology, Technical Report TR-186-2-02-04}, keywords = {impostors, real-time rendering, virtual environments, layered impostor}, owner = {tom}, timestamp = {2020-01-31} }
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[Jeschke2002] Layered environment-map impostors for arbitrary scenesJeschke, Stefan, Wimmer, Michael, and Schumann, HeidrunIn Graphics Interface 2002
This paper presents a new impostor-based approach to accelerate the rendering of very complex static scenes. The scene is partitioned into viewing regions, and a layered impostor representation is precalculated for each of them. An optimal placement of impostor layers guarantees that our representation is indistinguishable from the original geometry. Furthermore the algorithm exploits common graphics hardware both during preprocessing and rendering. Moreover the impostor representation is compressed using several strategies to cut down on storage space.
@inproceedings{Jeschke2002, author = {Jeschke, Stefan and Wimmer, Michael and Schumann, Heidrun}, booktitle = {Graphics Interface}, title = {Layered environment-map impostors for arbitrary scenes}, year = {2002}, pages = {1--8}, crossref = {Aliaga1999,Aliaga1999a,Baker1980,Chai2000,Chazelle1983,Chen1995,Darsa1997,Durand2000,Puppo1997,Funkhouser1992,Jeschke2002a,Lacroute1994,Levoy1996,Maciel1995,Mark1997,Max1995,Meyer1998,Schaufler1998,Schaufler1996,Shade1998,Shade1996,Sillion1997,Wimmer2001,Wonka2001}, file = {Jeschke2002.pdf:Jeschke2002.pdf:PDF}, groups = {readed, look into more}, keywords = {virtual environments, walkthroughs, image-based rendering, impostors, environment maps, outdoor, layered impostor}, owner = {tom}, timestamp = {2020-01-30}, url = {https://www.cg.tuwien.ac.at/research/vr/layeredimpostor/} }
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[Shikhare2001] Compression of Large 3D Engineering Models Using Automatic Discovery of Repeating Geometric FeaturesShikhare, Dinesh, Bhakar, Sushil, and Mudur, Sudhir P.In Proceedings of the Vision Modeling and Visualization Conference 2001 2001
In this paper, we present a new geometry compres- sion technique particularly suitable for 3D mesh models of engineering class â architectural models, machine plants, factories, etc. We observe that such models have a number of repeating features at var- ious levels of granularity. In most of the widely available models in this class, the geometric de- scription of such features are also repeated. A major distinctive aspect of our compression technique is that repeating geometric features in the geometric model are automatically discovered and then compactly encoded. The proposed method dis- covers repetition first at the connected component level and then at the subcomponent level across components and also at the aggregate component level. The results from a straight forward imple- mentation tried on large mesh models downloaded from the net are extremely encouraging.
@inproceedings{Shikhare2001, author = {Shikhare, Dinesh and Bhakar, Sushil and Mudur, Sudhir P.}, booktitle = {Proceedings of the Vision Modeling and Visualization Conference 2001}, title = {Compression of Large 3D Engineering Models Using Automatic Discovery of Repeating Geometric Features}, year = {2001}, pages = {233-240}, publisher = {Aka GmbH}, series = {VMV '01}, crossref = {Khodakovsky2000,Sikri1999,Barequet1997,Deering1995a,Dorai1997,Gonzalez1992,Gumhold1998,Guskov1999,Discreet2000,Isenbueg2000,Karni2000,Lamiroy1996,Novotni2001,Osada2001,Pajarola1999,Pennec1998,Rossignac1998,Taubin1995,Taubin1998,Touma1998,Wang1997,Wolfson1997,Zisserman1994}, file = {Shikhare2001.pdf:Shikhare2001.pdf:PDF}, groups = {crossRefs, readed}, isbn = {3-89838-028-9}, keywords = {models, indoor, Architectural}, timestamp = {2020-01-26}, url = {http://dl.acm.org/citation.cfm?id=647260.718648} }
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[Hey2001] Occlusion culling methodsHey, Heinrich, and Purgathofer, WernerIn Proceedings of EUROGRAPHICS 2001
Occlusion culling methods are an important tool for efficient rendering of large scenes. Usually only a small part of such a scene is visible from a specific viewpoint. Therefore occlusion culling methods try to determine which parts of the scene are invisible and can be culled. That way usually only a small part of the scene Ìs primitives has to be drawn. This is especially important for real-time rendering because large scenes can easily contain much more primitives than available hardware can render in real-time. In this state of the art report we present an overview of the already large number of existing occlusion culling methods and their different approaches and characteristics.
@inproceedings{Hey2001, author = {Hey, Heinrich and Purgathofer, Werner}, booktitle = {Proceedings of EUROGRAPHICS}, title = {Occlusion culling methods}, year = {2001}, pages = {43}, crossref = {Abrash1996,Aila2001,Airey1990,AndĂșjar2000.Assarsson2000,Bartz1998}, file = {Hey2001.pdf:Hey2001.pdf:PDF}, groups = {crossRefs, readed}, owner = {tom}, timestamp = {2020-01-30} }
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[Tschirren1999] Realtime Walkthroughs of Massive Architectural ModelsTschirren, Bernhard1999
Clients are expected to visualise large complex architectural models given only a two-dimensional floor plan. A better approach would be to provide a three- dimensional view of the building, as seen from a hypothetical human observer. The client should be able to interactively control this observer, so that it is possible for them to explore the architecture before it is built. The architectural model must be completely dynamic. That is, the designer must be able to make changes to the model without having to perform an expensive pre- processing phase. The only acceptable exception is pre-calculated lighting. Radiosity and raytracing schemes are far too slow to be performed in realtime. As a compromise, the system should support both dynamic lights, and more realistic pre- computed light maps. The architectural walkthrough system described in this paper does not require any specialty hardware. It simply requires a desktop PC equipped with a recent graphics accelerator. To achieve interactive frame rates, the system uses a model that is partitioned into cells and portals. These cells and portals are stored in a cyclic scene graph. A depth-first-search starting at the viewerâs cell calculates the visible cells. Hidden cells are quickly culled by checking portals for visibility. If a portal is not visible, the cell behind it is also not visible. In this manner, a large amount of geometry can be culled away. The results show that this cell and portal approach is very effective. In wire-frame mode, it is very clear that hidden triangles are quickly culled away. Because the system is very scalable, this statement will hold true for architectural models composed of millions of triangles.
@misc{Tschirren1999, author = {Tschirren, Bernhard}, title = {Realtime Walkthroughs of Massive Architectural Models}, year = {1999}, crossref = {Airey1990,Teller1991,Luebke1995,Jones1971,Funkhouser1996}, file = {Tschirren1999.pdf:Tschirren1999.pdf:PDF}, groups = {readed}, keywords = {portal, models, indoor, webgl, architectural, PortalnCell}, owner = {tom}, timestamp = {2020-02-13}, url = {http://www.btschirren.net/projects/walkthrough/index.html} }
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[Steed1999] Building and supporting a large-scale collaborative virtual environmentSteed, Anthony, and Frécon, EmmanuelProceedings of 6th UKVRSIG, University of Salford 1999
The COVEN projectâs London Travel application demonstrates several techniques that enable large-scale virtual environments. By large-scale we mean both geometrically complex environments and support for many simultaneous participants in the world. The demonstrator is concerned with travel to a virtual model of London, where participants can plan routes, investigate tourist information and meet with fellow travellers or guides. In this paper we discuss how the Distributed Interactive Virtual Environment (D IVE ) platform has been extended to meet the application requirements. In particular we shall discuss the technical problems involved in maintaining and rendering a scene database many times larger than one might usually encounter.
@article{Steed1999, author = {Steed, Anthony and Fr\'econ, Emmanuel}, title = {Building and supporting a large-scale collaborative virtual environment}, journal = {Proceedings of 6th UKVRSIG, University of Salford}, year = {1999}, pages = {59-69}, crossref = {Aliaga1999,Airey1990,Coorg1997,Funkhouser1992,Funkhouser1996,Hoppe1996}, file = {Steed1999.pdf:Steed1999.pdf:PDF}, groups = {readed, crossRefs}, keywords = {outdoor, kd-tree}, timestamp = {2020-02-16} }
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[Chang1999] LDI tree: A hierarchical representation for image-based renderingChang, Chun-Fa, Bishop, Gary, and Lastra, AnselmoIn Proceedings of the 26th annual conference on Computer graphics and interactive techniques 1999
Using multiple reference images in 3D image warping has been a challenging problem. Recently, the Layered Depth Image (LDI) was proposed by Shade et al. to merge multiple reference images under a single center of projection, while maintaining the simplic- ity of warping a single reference image. However it does not consider the issue of sampling rate. We present the LDI tree, which combines a hierarchical space partitioning scheme with the concept of the LDI. It preserves the sampling rates of the reference images by adaptively selecting an LDI in the LDI tree for each pixel. While rendering from the LDI tree, we only have to traverse the LDI tree to the levels that are comparable to the sampling rate of the output image. We also present a progressive refinement feature and a âgap fillingâ algo- rithm implemented by pre-filtering the LDI tree. We show that the amount of memory required has the same order of growth as the 2D reference images. This also bounds the complexity of rendering time to be less than directly rendering from all reference images.
@inproceedings{Chang1999, author = {Chang, Chun-Fa and Bishop, Gary and Lastra, Anselmo}, booktitle = {Proceedings of the 26th annual conference on Computer graphics and interactive techniques}, title = {LDI tree: A hierarchical representation for image-based rendering}, year = {1999}, pages = {291--298}, comment = {need to look into refs more}, crossref = {Shade1996,Shade1998}, file = {Chang1999.pdf:Chang1999.pdf:PDF}, groups = {crossRefs, Trees, readed}, keywords = {image-based rendering, hierarchical representation, LDI, Trees}, owner = {tom}, timestamp = {2021-01-27}, url = {http://www.cs.unc.edu/~ibr} }
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[Aliaga1999] MMR: An interactive massive model rendering system using geometric and image-based accelerationDaniel G. Aliaga, Jon, Wilson, Andrew, Baker, Eric, Zhang, Hansong, Erikson, Carl, Hoff, Kenny, Hudson, Tom, Stuerzlinger, Wolfgang, Bastos, Rui, and others,In Proceedings of the 1999 symposium on Interactive 3D graphics 1999
We present a system for rendering very complex 3D models at interactive rates. We select a subset of the model as preferred viewpoints and partition the space into virtual cells. Each cell contains near geometry, rendered using levels of detail and visibility culling, and far geometry, rendered as a textured depth mesh. Our system automatically balances the screen-space errors resulting from geometric simplification with those from textured- depth-mesh distortion. We describe our prefetching and data management schemes, both crucial for models significantly larger than available system memory. We have successfully used our system to accelerate walkthroughs of a 13 million triangle model of a large coal-fired power plant and of a 1.7 million triangle architectural model. We demonstrate the walkthrough of a 1.3 GB power plant model with a 140 MB cache footprint.
@inproceedings{Aliaga1999, author = {Daniel G. Aliaga, Cohen, Jon and Wilson, Andrew and Baker, Eric and Zhang, Hansong and Erikson, Carl and Hoff, Kenny and Hudson, Tom and Stuerzlinger, Wolfgang and Bastos, Rui and others}, title = {MMR: An interactive massive model rendering system using geometric and image-based acceleration}, booktitle = {Proceedings of the 1999 symposium on Interactive 3D graphics}, year = {1999}, pages = {199-206}, organization = {ACM}, comment = {could LDI be used inplace of TDMs?}, crossref = {Airey1990,Aliaga1997,Brooks1986,Clark1976,Avila1997,Cohen1997,Coorg97,Darsa97,Erikson98,Erikson99,Funkhouser1992,Funkhouser1993,Funkhouser1996, Garlan97, Hillier96 HP97,Hoppe1997, Hudson97 Jepson95,Luebke1995, Luebke97 Maciel95 McMill95 Rohlf94 Ronfar96 Rossig93 SGI97 Schauf96 Schnei94 Shade96 ,Sillion1997, Teller91 Turk92 Zhang97}, file = {Aliaga1999.pdf:Aliaga1999.pdf:PDF}, groups = {portal, crossRefs, readed}, keywords = {portal Impostor, models, interactive walkthrough, massive models, occlusion culling, levels of detail, textured depth mesh, image-based rendering, prefetching, TDM, PortalnCell}, timestamp = {2021-01-27} }
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[Shade1998] Layered depth imagesShade, Jonathan, Gortler, Steven, He, Li-wei, and Szeliski, RichardIn Proceedings of the 25th annual conference on Computer graphics and interactive techniques 1998
In this paper we present a set of efficient image based rendering methods capable of rendering multiple frames per second on a PC. The first method warps Sprites with Depth representing smooth sur- faces without the gaps found in other techniques. A second method for more general scenes performs warping from an intermediate representation called a Layered Depth Image (LDI). An LDI is a view of the scene from a single input camera view, but with mul- tiple pixels along each line of sight. The size of the representa- tion grows only linearly with the observed depth complexity in the scene. Moreover, because the LDI data are represented in a single image coordinate system, McMillanâs warp ordering algorithm can be successfully adapted. As a result, pixels are drawn in the output image in back-to-front order. No z-buffer is required, so alpha- compositing can be done efficiently without depth sorting. This makes splatting an efficient solution to the resampling problem.
@inproceedings{Shade1998, author = {Shade, Jonathan and Gortler, Steven and He, Li-wei and Szeliski, Richard}, booktitle = {Proceedings of the 25th annual conference on Computer graphics and interactive techniques}, title = {Layered depth images}, year = {1998}, organization = {ACM}, pages = {231-242}, comment = {to reread}, crossref = {Shade1996}, file = {Shade1998.pdf:Shade1998.pdf:PDF}, groups = {crossRefs, look into more, readed}, keywords = {LDI}, timestamp = {2021-01-27}, url = {http://grail.cs.washington.edu/projects/ldi/} }
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[Rafferty1998a] Images for accelerating architectural walkthroughsIEEE Computer Graphics and Applications Nov 1998
We are investigating methods to accelerate rendering of architectural walkthroughs. In this paper, we improve upon a cells and portals framework by using images to replace geometry visible through portals (doors and windows) in a three-dimensional model. We present several solutions: images texture-mapped onto the portal, 3D warping of single reference images, and 3D warping of layered depth images. We have achieved significant speedups and present the results of applying the techniques to large architectural models.
@article{Rafferty1998a, author = {}, journal = {IEEE Computer Graphics and Applications}, title = {Images for accelerating architectural walkthroughs}, year = {1998}, month = nov, number = {6}, pages = {38-45}, volume = {18}, crossref = {Aliaga1997,Shade1998,Shade1996,Rafferty1998,Popescu1998,Airey1990b,Teller1991,Chen1993,McMillan1995,Max1995,Maciel1995,Schaufler1996,Aliaga1996,Ebbesmeyer1998,Westover1991}, file = {Rafferty1998a.pdf:Rafferty1998a.pdf:PDF}, groups = {readed}, keywords = {portal Impostor, indoor, interactive, geometry, images, cells, portals, image-based rendering, 3D image warping, layered depth images, LDI, PortalnCell, Architectural}, publisher = {IEEE}, timestamp = {2020-02-13}, url = {http://www.cs.unc.edu/~ibr/projects/ArchWalkAcc/ArchitecturalWalkthroughs.html} }
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[Rafferty1998] 3d image warping in architectural walkthroughsIn Virtual Reality Annual International Symposium, 1998. Proceedings., IEEE 1998 Mar 1998
We are investigating methods to accelerate rendering of architectural walkthroughs. In this paper, we improve upon a cells and portals framework by using image-based rendering techniques. We first store a few reference images of the view through each portal. At run time, we replace portals with these images warped to the current viewpoint. We begin with a well-known scheme for handling the complexity of a model, whereby the boundaries of enclosed spaces (cells) are used to divide the total space, and views of geometry beyond the currently occupied space are limited to the openings (portals) by walls. Our system improves upon the replacement of portals with conventional textures because the warping removes the popping effect when switching between image samples and significantly reduces the number of image samples needed.
@inproceedings{Rafferty1998, author = {}, booktitle = {Virtual Reality Annual International Symposium, 1998. Proceedings., IEEE 1998}, title = {3d image warping in architectural walkthroughs}, year = {1998}, month = mar, organization = {IEEE}, pages = {228-233}, crossref = {Airey1990,Aliaga1997,Chen1993,Gortler1996,Gortler1997,Levoy1996,Luebke1995,Max1995,McMillan1995a,McMillan1995b,McMillan1995,McMillan1997,Mark1997,Teller1991,Westover1991}, file = {Rafferty1998.pdf:Rafferty1998.pdf:PDF}, groups = {readed}, keywords = {portal Impostor, indoor, geometry, images, image-based rendering, plenoptic warping, cells, portals, interactive, PortalnCell}, timestamp = {2020-02-13}, url = {http://www.cs.unc.edu/~ibr/projects/ArchWalkAcc/ArchitecturalWalkthroughs.html} }
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[Popescu1998] Efficient warping for architectural walkthroughs using layered depth imagesIn Proceedings of the conference on Visualizationâ98 Oct 1998
This paper presents efficient image-based rendering techniques used in the context of an architectural walkthrough system. Portals (doors and windows) are rendered by warping layered depth images (LDIs). In a preprocessing phase, for every portal, a number of pre-rendered images are combined into a LDI. The resulting LDI stores, exactly once, all surfaces visible in at least one of the images used in the construction, so most of the exposure errors are efficiently eliminated. The LDI can be warped in the McMillan occlusion compatible ordering. A substantial increase in performance is obtained by warping in parallel. Our parallelization scheme achieves good load balancing, scales with the number of processors, and preserves the occlusion compatible ordering. A fast, conservative reference-image-space clipping algorithm also reduces the warping effort.
@inproceedings{Popescu1998, author = {}, booktitle = {Proceedings of the conference on Visualization'98}, title = {Efficient warping for architectural walkthroughs using layered depth images}, year = {1998}, month = oct, organization = {IEEE Computer Society Press}, pages = {211-215}, crossref = {Aliaga1997,Gortler1997,McMillan1995A,McMillan1997,Airey1990,Aliaga1997,Rafferty1998,McMillan1995B,Gortler1997,Max1995,McMillan1997,McMillan1996}, file = {Popescu1998.pdf:Popescu1998.pdf:PDF}, groups = {crossRefs, readed}, keywords = {portal Impostor LDI, indoor, image-based rendering, parallel warping, occlusion compatible ordering for discrete images, portal, cell, exposure error, layered depth image, clipping, architectural walkthrough, PortalnCell}, timestamp = {2020-02-13}, url = {http://www.cs.unc.edu/~ibr/projects/ArchWalkAcc/ArchitecturalWalkthroughs.html} }
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[Huettner1998a] OpenGL-assisted Visibility Queries of Large Polygonal Models. ftp. gris. uni-tuebingen. de/pub/thuettneHĂŒttner, T, MeiĂner, M, and Bartz, DOcclusion_Culling/TechReport/techReport. pdf 1998
We present an OpenGL-assisted visibility culling algorithm to improve the rendering performance of large polygonal models. Using a combination of OpenGL-assisted frustum culling, hierarchical model-space partitioning, and OpenGL based occlusion culling, we achieve a significant better performance on general polygonal models than previous approaches. In contrast to these approaches, we only exploit common OpenGL features and therefore, our algorithm is also well suited for low-end OpenGL hardware. Furthermore, we propose a small addition to the OpenGL rendering pipeline, to enhance the framebufferâs ability for faster visibility queries.
@article{Huettner1998a, author = {H{\"u}ttner, T and Mei{\ss}ner, M and Bartz, D}, journal = {Occlusion\_Culling/TechReport/techReport. pdf}, title = {OpenGL-assisted Visibility Queries of Large Polygonal Models. ftp. gris. uni-tuebingen. de/pub/thuettne}, year = {1998}, comment = {can this be done in webgl?}, crossref = {Luebke1995}, file = {Huettner1998a.pdf:Huettner1998a.pdf:PDF}, groups = {crossRefs, readed, look into more}, keywords = {models, webgl, Occlusion culling, hierarchical data structures, OpenGL, sloppy n-ary space partitioning tree, Trees, bsp tree, preprocessing-PVS}, owner = {tom}, timestamp = {2021-01-27} }
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[Cohen-Or1998b] Conservative visibility and strong occlusion for viewspace partitioning of densely occluded scenesCohen-Or, Daniel, Fibich, Gadi, Halperin, Dan, and Zadicario, EyalIn Computer Graphics Forum 1998
Computing the visibility of out-door scenes is often much harder than of in-door scenes. A typical urban scene, for example, is densely occluded, and it is effective to precompute its visibility space, since from a given point only a small fraction of the scene is visible. The difficulty is that although the majority of objects are hidden, some parts might be visible at a distance in an arbitrary location, and it is not clear how to detect them quickly. In this paper we present a method to partition the viewspace into cells containing a conservative superset of the visible objects. For a given cell the method tests the visibility of all the objects in the scene. For each object it searches for a strong occluder which guarantees that the object is not visible from any point within the cell. We show analytically that in a densely occluded scene, the vast majority of objects are strongly occluded, and the overhead of using conservative visibility (rather than visibility) is small. These results are further supported by our experimental results. We also analyze the cost of the method and discuss its effectiveness.
@inproceedings{Cohen-Or1998b, author = {Cohen-Or, Daniel and Fibich, Gadi and Halperin, Dan and Zadicario, Eyal}, booktitle = {Computer Graphics Forum}, title = {Conservative visibility and strong occlusion for viewspace partitioning of densely occluded scenes}, year = {1998}, number = {3}, organization = {Wiley Online Library}, pages = {243--253}, volume = {17}, crossref = {Airey1990}, file = {Cohen-Or1998b.pdf:Cohen-Or1998b.pdf:PDF}, groups = {crossRefs, readed}, keywords = {outdoor, preprocessing-PVS, pvs-region}, owner = {tom}, timestamp = {2020-01-26} }
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[Cohen-Or1998] Visibility streaming for network-based walkthroughsCohen-Or, Daniel, and Zadicario, EyalIn Graphics Interface 1998
In network-based walkthroughs the server transmits on- line only the primitives which are potentially visible from the clientâs current viewpoint (visibility streaming). To reduce the bandwidth requirements it is necessary to min- imize the set of view-dependent potentially visible prim- itives using occlusion culling techniques. However, even a slight change in the viewpoint might require the compu- tation and transmission of many new primitives and thus latency is inevitable. In this paper we present an algorithm for determining a conservative superset of an -neighborhood of a given viewpoint. Having such an -superset, the client is free to render the model independently of the server as long as he moves within that -neighborhood.
@inproceedings{Cohen-Or1998, author = {Cohen-Or, Daniel and Zadicario, Eyal}, booktitle = {Graphics Interface}, title = {Visibility streaming for network-based walkthroughs}, year = {1998}, number = {1}, pages = {7}, volume = {98}, comment = {raycasting :thinks:}, crossref = {Funkhouser1996,Zadicario1998}, file = {Cohen-Or1998.pdf:Cohen-Or1998.pdf:PDF}, groups = {crossRefs, PVS, look into more, readed}, keywords = {network, models, Visibility, Walkthrough, Streaming, Occlusion, Culling, Client/Server, preprocessing-PVS, pvs-region, web3D, 2D-PortalnCell, 3D-PortalnCell, VRML97}, timestamp = {2021-01-27} }
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[Aliaga1997] Architectural walkthroughs using portal texturesIn Proceedings of the 8th conference on Visualizationâ97 1997
This paper outlines a method to dynamically replace portals with textures in a cell-partitioned model. The rendering complexity is reduced to the geometry of the current cell thus increasing interactive performance. A portal is a generalization of windows and doors. It connects two adjacent cells (or rooms). Each portal of the current cell that is some distance away from the viewpoint is rendered as a texture. The portal texture (smoothly) returns to geometry when the viewpoint gets close to the portal. This way all portal sequences (not too close to the viewpoint) have a depth complexity of one. The size of each texture and distance at which the transition occurs is configurable for each portal.
@inproceedings{Aliaga1997, author = {}, booktitle = {Proceedings of the 8th conference on Visualization'97}, title = {Architectural walkthroughs using portal textures}, year = {1997}, organization = {IEEE Computer Society Press}, pages = {355-ff}, crossref = {Luebke1995,Shade1996,Airey1990,Teller1991,Mcmillan1995,Aliaga1996,Chen1993,Clark1976,Lastra1995,Maciel1995,Mcmillan1995,Mark1997,Schaufler1996,Teller1991,Wolberg1990}, file = {Aliaga1997.pdf:Aliaga1997.pdf:PDF}, groups = {crossRefs, look into more, readed}, keywords = {Architectural, visibility culling, cells, portals, textures, sample points, morphing, portal, PortalnCell}, timestamp = {2020-02-13}, url = {http://www.cs.unc.edu/~ibr/projects/ArchWalkAcc/ArchitecturalWalkthroughs.html} }
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[Max1995] Rendering trees from precomputed Z-buffer viewsMax, Nelson, and Ohsaki, Keiichi1995
Parallel projection z-buffer images are precomputed for a number of preset viewing directions on the unit sphere. Using the depth information, we can reconstruct a 3-D point from each image pixel. Then parallel or perspective views can be found from any other viewpoint by rotating the 3-D points from the nearest three or four precomputed views into the proper position and projecting them onto an output z-buffer. A temporary z-buffer image, constructed in the same way for a viewpoint at the light source, is used for a z-buffer shadow algorithm. The rendering algorithm is applied to broad leaf and needle leaf trees, and tested in animation. Our rendering algorithm is similar to that in Chen and Williams [1], with differences listed below
@incollection{Max1995, author = {Max, Nelson and Ohsaki, Keiichi}, booktitle = {Rendering Techniquesâ 95}, publisher = {Springer}, title = {Rendering trees from precomputed Z-buffer views}, year = {1995}, pages = {74--81}, crossref = {Chen1993,Bishop1990,Adelson1995,Maciel1995,Rohlf1994,Crow1982,Ohsaki1991,Suzuki1992,Ohsaki1993,Newmann1979,Foley1992,Williams1978,Reeves1987,Lorensen1987,Becker1993,Bloomenthal1985,Patmore1993a,Patmore1993b,Greene1994}, file = {Max1995.pdf:Max1995.pdf:PDF}, groups = {crossRefs, readed}, keywords = {LDI}, owner = {tom}, timestamp = {2020-01-24} }
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[Luebke1995] Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible SetsIn Proceedings of the 1995 Symposium on Interactive 3D Graphics 1995
We describe an approach for determining potentially visible sets in dynamic architectural models. Our scheme divides the models into cells and portals, computing a conservative estimate of which cells are visible at render time. The technique is simple to implement and can be easily integrated into existing systems, providing increased interactive performance on large architectural models.
@inproceedings{Luebke1995, author = {}, booktitle = {Proceedings of the 1995 Symposium on Interactive 3D Graphics}, title = {Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets}, year = {1995}, address = {New York, NY, USA}, pages = {105--ff.}, publisher = {ACM}, series = {I3D '95}, acmid = {199422}, comment = {source code :)}, crossref = {Jones1971,Airey1990b,Teller1992,Greene1993}, doi = {10.1145/199404.199422}, file = {Luebke1995.pdf:Luebke1995.pdf:PDF}, groups = {crossRefs, readed}, isbn = {0-89791-736-7}, keywords = {portal, models, indoor, PortalnCell, pvs-Point}, location = {Monterey, California, USA}, owner = {tom}, timestamp = {2021-01-27}, url = {https://web.archive.org/web/20190809192717/http://pfportals.cs.virginia.edu/} }
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[Funkhouser1992] Management of Large Amounts of Data in Interactive Building WalkthroughsFunkhouser, Thomas A., SĂ©quin, Carlo H., and Teller, Seth J.In Proceedings of the 1992 Symposium on Interactive 3D Graphics 1992
We describe techniques for managing large amounts of data during an interactive walkthrough of an architectural model. These techniques are based on a spatial subdivision, visibility analysis, and a display database containing objects described at multiple levels of detail. In each frame of the walkthrough, we compute a set of objects to render, i.e. those potentially visible from the observerâs viewpoint, and a set of objects to swap into memory, i.e. those that might become visible in the near future. We choose an appropriate level of detail at which to store and to render each object, possibly using very simple representations for objects that appear small to the observer, thereby saving space and time. Using these techniques, we cull away large portions of the model that are irrelevant from the observerâs viewpoint, and thereby achieve interactive frame rates.
@inproceedings{Funkhouser1992, author = {Funkhouser, Thomas A. and S\'{e}quin, Carlo H. and Teller, Seth J.}, booktitle = {Proceedings of the 1992 Symposium on Interactive 3D Graphics}, title = {Management of Large Amounts of Data in Interactive Building Walkthroughs}, year = {1992}, address = {New York, NY, USA}, pages = {11â20}, publisher = {Association for Computing Machinery}, series = {I3D â92}, crossref = {Jones1971,Airey1990,Clark1976}, doi = {10.1145/147156.147158}, file = {Funkhouser1992.pdf:Funkhouser1992.pdf:PDF}, groups = {crossRefs, readed}, isbn = {0897914678}, keywords = {architectural simulation, virtual reality, portal, indoor, Architectural, PortalnCell}, location = {Cambridge, Massachusetts, USA}, numpages = {10}, owner = {tom}, timestamp = {2020-01-15}, url = {https://doi.org/10.1145/147156.147158} }
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[Airey1990b] Increasing Update Rates in the Building Walkthrough System with Automatic Model-Space SubdivisionAirey, JohnJul 1990
Pre-processing some building models can radically reduce the number of polygons processed during interactive building walkthroughs. New model-space subdivision and potentially visible set (PVS) calculation techniques, used in combination, reduce the number of polygons processed in a real building model by an average factor of 30, and a worst case factor of at least 3.25. A method of recursive model-space subdivision using binary space partitioning is presented. Heuristics are developed to guide the choice of splitting planes. The spatial subdivisions resulting from binary space partitioning are called cells. Cells correspond roughly to rooms. An observer placed in a cell may see features exterior to the cell through transparent portions of the cell boundary called portals. Computing the polygonal definitions of the portals is cast as a problem of computing a set difference operation on co-planar polygons. A plane-sweep algorithm to compute the set operations, union, intersection and difference, on co-planar sets of polygons is presented with an emphasis on handling real-world data. Two different approaches to computing the PVS for a cell are explored. The first uses point sampling and has the advantage that it is easy to trade time for results, but has the disadvantage of under-estimating the PVS. The second approach is to analytically compute a conservative over-estimation of the PVS using techniques similar to analytical shadow computation. An implementation of the Radiosity lighting model is described along with the issues involved in combining it with the algorithms described in this dissertation.
@techreport{Airey1990b, author = {Airey, John}, institution = {University of North Carolina}, title = {Increasing Update Rates in the Building Walkthrough System with Automatic Model-Space Subdivision}, year = {1990}, month = jul, crossref = {Brooks1986, Brooks88, Airey89d, Airey90b,Goral84],Cohen85,Cohen88, Wallace89, Baum89, Airey89,Fuchs85, Tichy82,Van Dam88,Samat90,Gharachorloo89, Sutherland74,Mehlhom84],[Samet90,Prins90],[0ttman85], [Weiler81], [Airey89c], [Nishita85], [Chin89], [Avis86], [O'Rourke87],Airey90b,Crow77,[Baum90],[Airey89b,Molnar89], [Schachter83],[Deyo88].[Schachter83],[Abram87].Sutherland74]Akeley89]Molnar89[Hall88]Akeley89Molnar89}, file = {Airey1990b.pdf:Airey1990b.pdf:PDF}, groups = {crossRefs, readed}, keywords = {Architectural, indoor, bsp tree, prePVS, Radiosity, preprocessing-PVS}, owner = {tom}, timestamp = {2020-01-23} }
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[Airey1990] Towards image realism with interactive update rates in complex virtual building environmentsAirey, John M, Rohlf, John H, and Brooks Jr, Frederick PACM SIGGRAPH computer graphics 1990
Two strategies, pre-computation before display an d adaptive refinement during display, are used to combine interactivity with high image quality in a virtual building simulation. Pre-computation is used in two ways. The hidden-surface problem is partially solved by automaticall y pre-computing potentially visible sets of the model for sets of related viewpoints. Rendering only the potentially visibl e subset associated with the current viewpoint, rather than th e entire model, produces significant speedups on real building models. Solutions for the radiosity lighting model are pre - computed for up to twenty different sets of lights. Linear combinations of these solutions can be manipulated in real time . We use adaptive refinement to trade image realism fo r interactivity as the situation requires. When the user is stationary we replace a coarse model using few polygon s with a more detailed model . Image-level linear interpolation smooths the transition between differing levels of imag e realism.
@article{Airey1990, author = {Airey, John M and Rohlf, John H and Brooks Jr, Frederick P}, journal = {ACM SIGGRAPH computer graphics}, title = {Towards image realism with interactive update rates in complex virtual building environments}, year = {1990}, number = {2}, pages = {41--50}, volume = {24}, crossref = {Bergman1986,Goral1984,Cohen1985,Cohen1988,Ouh-young1989}, doi = {10.1145/91394.91416}, file = {:airey1990.pdf:PDF}, groups = {crossRefs, readed}, keywords = {model-space subdivision, potentially visible, radiosity, adaptive refinement, indoor, bsp tree, Architectural, prePVS, preprocessing-PVS}, owner = {tom}, publisher = {ACM}, timestamp = {2020-01-15} }
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[Parvu] A Spatial Database Approach to Virtual Worlds SystemsPĂąrvu, Ovidiu
The rapid pace of computer technology evolution makes web applications suitable for new approaches in taking steps towards a âmore â natural interaction between users of basic online social networking services. One of the properties of âtodayâs web â is the ease by which people develop online applications. This paper focuses on the possibility to use spatial database management systems as the building blocks for virtual world like applications facilitating the development of immersive systems for small developers. We propose a model for such an application, the role of the spatial database and elements that should be taken into consideration in the development process. We underline the advantages and disadvantages of using spatial databases for these systems.
@misc{Parvu, author = {PĂąrvu, Ovidiu}, title = {A Spatial Database Approach to Virtual Worlds Systems}, file = {Parvu.pdf:Parvu.pdf:PDF}, groups = {crossRefs}, keywords = {models, world,Spatial Database,database}, owner = {tom}, timestamp = {2020-01-07} }
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[Papaioannoua] Efficient Occlusion Culling using Solid OccludersPapaioannou, Georgios, Gaitatzes, Athanasios, and Christopoulos, Dimitrios
Occlusion culling is a genre of algorithms for rapidly eliminating portions of three-dimensional geometry hidden behind other, visible objects prior to passing them to the rendering pipeline. In this paper, an extension to the popular shadow frustum culling algorithm is presented, which takes into account the fact that many planar occluders can be grouped into compound convex solids, which in turn can provide fewer and larger culling frusta and therefore more efficient elimination of hidden geometry. The proposed method combines planar and solid occluders using a unified selection approach and is ideal for dynamic environments, as it doesnât depend on precalculated visibility data. The solid occluders culling algorithm has been applied to commercially deployed virtual reality systems and test cases and results are provided from actual virtual reality shows.
@misc{Papaioannoua, author = {Papaioannou, Georgios and Gaitatzes, Athanasios and Christopoulos, Dimitrios}, title = {Efficient Occlusion Culling using Solid Occluders}, file = {Papaioannoua.pdf:Papaioannoua.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2017-09-16} }
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[Mattauscha] CHC++: Coherent Hierarchical Culling RevisitedMattausch, Oliver, and Wimmer, Michael
We present a new algorithm for efficient occlusion culling using hardware occlusion queries. The algorithm significantly improves on previous techniques by making better use of temporal and spatial coherence of visibility. This is achieved by using adaptive visibility prediction and query batching. As a result of the new optimizations the number of issued occlusion queries and the number of rendering state changes are significantly reduced. We also propose a simple method for determining tighter bounding volumes for occlusion queries and a method which further reduces the pipeline stalls. The proposed method provides up to an order of magnitude speedup over the previous state of the art. The new technique is simple to implement, does not rely on hardware calibration and integrates well with modern game engines. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling 1.
@misc{Mattauscha, author = {Mattausch, Oliver and Wimmer, Michael}, title = {CHC++: Coherent Hierarchical Culling Revisited}, file = {Mattauscha.pdf:Mattauscha.pdf:PDF}, groups = {crossRefs}, keywords = {models, octree}, owner = {tom}, timestamp = {2017-09-16} }
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[Martin] Interactive 3D Rendering and Visualization in Networked EnvironmentsMartin, Ioana M, Klosowski, James T, and Horn, William P
Efficient delivery of 3D graphics over networks is becoming increasingly important for a number of applications, ranging from industrial design and manufacturing to entertainment. As companies make the transition from a con- ventional business model to an e-business model, the number of users that require access to 3D model databases is forecast to grow dramatically over the next few years. While some users may access these databases using high- performance graphics hardware over high-speed connections, others are likely to access the data with devices having limited hardware graphics support over slower connections such as busy intranets, dial-in networks, or wireless connections. In this context, there is a requirement for efficiency. This translates into ensuring that access to centralized data is provided through a unified interface cognizant of the environment conditions and capable of transparently adjusting the access mechanism in order to provide the clients with optimal access service. In this course, attendees will learn to leverage existing methods for data transfer and interactive graphics to create the next generation of 3D networked graphics software tools.
@article{Martin, author = {Martin, Ioana M and Klosowski, James T and Horn, William P}, title = {Interactive 3D Rendering and Visualization in Networked Environments}, file = {Martin.pdf:Martin.pdf:PDF}, groups = {crossRefs, readed, tom:6}, keywords = {network, course, Survey}, owner = {tom}, timestamp = {2020-02-29} }
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[Yeh2017] Programming driven 3D modeling on the webYeh, AndyIn Proceedings of the 22nd International Conference on 3D Web Technology 2017
@inproceedings{Yeh2017, author = {Yeh, Andy}, booktitle = {Proceedings of the 22nd International Conference on 3D Web Technology}, title = {Programming driven 3D modeling on the web}, year = {2017}, organization = {ACM}, pages = {4}, file = {Yeh2017.pdf:Yeh2017.pdf:PDF}, groups = {crossRefs}, keywords = {models} }
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[McGuire2017Data] Computer Graphics ArchiveMcGuire, MorganJul 2017
@misc{McGuire2017Data, author = {McGuire, Morgan}, title = {Computer Graphics Archive}, month = jul, year = {2017}, keywords = {dataset}, owner = {tom}, timestamp = {2020-01-24}, url = {https://casual-effects.com/data} }
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[Wen2016] Client-Driven Strategy of Large-Scale Scene StreamingWen, Laixiang, Xie, Ning, and Jia, Jinyuan2016
Different from the strategy of virtual scene in the stand-alone application, web version may have larger scale scene and more users online at same time. However, because of the network delay (latency) and limitation of computational power of the servers, it causes that users unable to interactively access the virtual scene fluently. Meanwhile, the large scale virtual scene cannot be successfully loaded in the entry-level client machine. In this paper, we propose a client-driven strategy of scene streaming in order to solve large-scale data transmission. The experiment demonstrates that our method enables clients to enter the scene roaming and reduce the server network load. Meanwhile, it also adapts different network architectures.
@inbook{Wen2016, author = {Wen, Laixiang and Xie, Ning and Jia, Jinyuan}, editor = {Tian, Qi and Sebe, Nicu and Qi, Guo-Jun and Huet, Benoit and Hong, Richang and Liu, Xueliang}, pages = {93-103}, publisher = {Springer International Publishing}, title = {Client-Driven Strategy of Large-Scale Scene Streaming}, year = {2016}, address = {Cham}, isbn = {978-3-319-27674-8}, booktitle = {MultiMedia Modeling: 22nd International Conference, MMM 2016, Miami, FL, USA, January 4-6, 2016, Proceedings, Part II}, doi = {10.1007/978-3-319-27674-8_9}, file = {Wen2016.pdf:Wen2016.pdf:PDF}, groups = {crossRefs}, keywords = {network, models,Lightweight progressive meshes (LPM), Web3D, scene streaming, dynamic double layer AOI (D-DLAOI)}, timestamp = {2020-01-07}, url = {https://doi.org/10.1007/978-3-319-27674-8_9} }
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[Wang2016] Interest-driven Avatar Neighbor-organizing for P2P Transmission in Distributed Virtual WorldsWang, Mingfei, Jia, Jinyuan, Xie, Ning, and Zhang, ChenxiComput. Animat. Virtual Worlds 2016
The neighbor table/distributed hash table (DHT) is used to choose the data supplier for data-dispatching services in dis- tributed virtual environments based on peer-to-peer networks. It is essential that a stable and efficient neighbor table/DHT be maintained. Because the avatar has much freedom to roam, the spatial distribution of nodes is not uniform, and the log- ical topology may change dramatically. Therefore, traditional construction mechanisms, such as the neighbor-discovery mechanism based on spatial distance or DHT, may involve fierce churn in the neighbor table and frequent message exchanges. In this paper, we proposed a dynamic node-organizing mechanism that aims to solve these challenging problems by applying the avatarâs behavioral characteristics to the neighbor maintenance mechanism and scene data transmission. First, we have summarized the common social behaviors of avatars and extracted their characteristics. We then propose an interest-similarity measuring algorithm to divide the node into diverse clusters. Next, we measure the cluster stability in terms of interest entropy while constructing a stable neighbor mesh for each node in a cluster. We have conducted exten- sive simulation experiments that simulate avatar behaviors in a popular massively multiplayer online game. The results show that our proposed mechanism achieved a substantial alleviation of neighbor churn and reduced information exchange, which improves the transmission efficiency in distributed virtual environments. Copyright © 2015 John Wiley & Sons, Ltd.
@article{Wang2016, author = {Wang, Mingfei and Jia, Jinyuan and Xie, Ning and Zhang, Chenxi}, journal = {Comput. Animat. Virtual Worlds}, title = {Interest-driven Avatar Neighbor-organizing for P2P Transmission in Distributed Virtual Worlds}, year = {2016}, number = {6}, pages = {519-531}, volume = {27}, address = {Chichester, UK}, doi = {10.1002/cav.1670}, file = {Wang2016.pdf:Wang2016.pdf:PDF}, groups = {crossRefs}, isbn = {1546-4261}, keywords = {P2P network, DVE; P2P transmission; avatar behavior; neighbors mesh, Peer-To-Peer}, publisher = {John Wiley and Sons Ltd.}, timestamp = {2020-01-07}, url = {https://doi.org/10.1002/cav.1670} }
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[Walmsley2016] A JSON Encoding for X3DWalmsley, Roy, Brutzman, Donald, and Carlson, JohnIn Proceedings of the 21st International Conference on Web3D Technology 2016
@inproceedings{Walmsley2016, author = {Walmsley, Roy and Brutzman, Donald and Carlson, John}, booktitle = {Proceedings of the 21st International Conference on Web3D Technology}, title = {A JSON Encoding for X3D}, year = {2016}, address = {New York, NY, USA}, pages = {27-32}, publisher = {ACM}, series = {Web3D '16}, doi = {10.1145/2945292.2945304}, file = {Walmsley2016.pdf:Walmsley2016.pdf:PDF}, groups = {crossRefs}, isbn = {978-1-4503-4428-9}, keywords = {X3D web3D}, location = {Anaheim, California}, timestamp = {2017-10-09}, url = {http://doi.acm.org/10.1145/2945292.2945304} }
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[Polys2016] A novel level-of-detail technique for virtual city environmentsPolys, Nicholas F, Singh, Ankit, and Sforza, PeterIn Proceedings of the 21st International Conference on Web3D Technology 2016
@inproceedings{Polys2016, author = {Polys, Nicholas F and Singh, Ankit and Sforza, Peter}, booktitle = {Proceedings of the 21st International Conference on Web3D Technology}, title = {A novel level-of-detail technique for virtual city environments}, year = {2016}, organization = {ACM}, pages = {183-184}, file = {Polys2016.pdf:Polys2016.pdf:PDF}, groups = {crossRefs}, keywords = {web3D} }
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[Liu2016] Lightweighting for Web3D Visualization of Large-scale BIM Scenes in Real-timeLiu, Xiaojun, Xie, Ning, Tang, Kai, and Jia, JinyuanGraph. Models 2016
@article{Liu2016, author = {Liu, Xiaojun and Xie, Ning and Tang, Kai and Jia, Jinyuan}, journal = {Graph. Models}, title = {Lightweighting for Web3D Visualization of Large-scale BIM Scenes in Real-time}, year = {2016}, number = {C}, pages = {40-56}, volume = {88}, address = {San Diego, CA, USA}, doi = {10.1016/j.gmod.2016.06.001}, file = {Liu2016.pdf:Liu2016.pdf:PDF}, groups = {crossRefs}, isbn = {1524-0703}, keywords = {models, web3D}, publisher = {Academic Press Professional, Inc.}, url = {https://doi.org/10.1016/j.gmod.2016.06.001} }
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[Stein2015] hare3d: Rendering Large Models in the BrowserStein, Christian, Limper, Max, Thöner, Maik, and Behr, Johannes2015
Across the majority of business areas, Web technology seems to have become the pre dominant solution for creating powerful, platform-independent applications. On almost any kind of client device and software platform, a Web browser is able to provide stan- dardized access to shared resources, stored in the cloud or local intranet. Lately, browsers even became able to utilize the power of modern GPUs, using WebGL. As a consequence, it is not surprising that many visualization and graphics applications are being ported to the Web environment. Even high-performance visualization of complex and highly irregular 3D models, such as CAD and BIM data, has become feasible inside the browser. While many WebGL-based frameworks, such as three.js or X3DOM, have been intro- duced over the last years, providing scalable rendering solutions for all kinds of models and devices has not been their primary focus. To deal with data sets of arbitrary size on any Âpotential client device, a flexible clientâserver environment becomes necessary. An example for such an environment is WebVIS/instant3DHub [Jung et al. 12]. Providing Âservices for large model visualization, such as 3D data transcoding, server-side rendering, server-side culling, spacial indexing and search, the architecture of WebVIS/instant3DHub is tailored toward scalable solutions that match a wide range of constraints. Depending on a particular setting, the fitting combination of client- and server-side services is chosen. One constraint might, for instance, be security, allowing to stream 3D data only through trusted networks and prefer- ring streams of remotely rendered images in other contexts. This chapter focuses on our client-side visualization component, entitled hare3d (highly adaptive rendering environment). The main task of hare3d is the browser-based rendering of potentially massive 3D data sets, on any device, using WebGL. While the general architecture is not limited to a specific use case, we discuss our optimizations for rendering large sets of CAD data on the client-side with WebGL.
@incollection{Stein2015, author = {Stein, Christian and Limper, Max and Th{\"o}ner, Maik and Behr, Johannes}, booktitle = {{W}eb{GL} {I}nsights}, publisher = {CRC Press}, title = {hare3d: Rendering Large Models in the Browser}, year = {2015}, editor = {Cozzi, Patrick}, isbn = {978-1498716079}, volume = {317}, file = {:WebGL.Insights.-.Patrick.Cozzi.pdf:PDF}, groups = {crossRefs, readed}, journal = {WebGL Insights}, keywords = {models, webgl, Visibility, Trees, LOD}, owner = {tom}, timestamp = {2020-02-14}, url = {http://www.webglinsights.com/} }
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[Scully2015] 3drepo. io: building the next generation Web3D repository with AngularJS and X3DOMScully, Timothy, DoboĆĄ, Jozef, Sturm, Timo, and Jung, YvonneIn Proceedings of the 20th International Conference on 3D Web Technology 2015
@inproceedings{Scully2015, author = {Scully, Timothy and Dobo\v{s}, Jozef and Sturm, Timo and Jung, Yvonne}, booktitle = {Proceedings of the 20th International Conference on 3D Web Technology}, title = {3drepo. io: building the next generation Web3D repository with AngularJS and X3DOM}, year = {2015}, organization = {ACM}, pages = {235-243}, comment = {missing pdf}, file = {Scully2015.pdf:Scully2015.pdf:PDF}, groups = {crossRefs}, keywords = {X3D web3D}, timestamp = {2021-01-27} }
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[Ozaki2015] Out-of-Core Framework for QEM-based Mesh Simplification.Ozaki, Hiromu, Kyota, Fumihito, and Kanai, TakashiIn EGPGV 2015
@inproceedings{Ozaki2015, author = {Ozaki, Hiromu and Kyota, Fumihito and Kanai, Takashi}, booktitle = {EGPGV}, title = {Out-of-Core Framework for QEM-based Mesh Simplification.}, year = {2015}, pages = {87-96}, file = {Ozaki2015.pdf:Ozaki2015.pdf:PDF}, groups = {crossRefs} }
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[Liu2015] Web3D-based Online Walkthrough of Large-scale Underground ScenesLiu, Xiaojun, Xie, Ning, and Jia, JinyuanIn Proceedings of the 19th International Symposium on Distributed Simulation and Real Time Applications 2015
@inproceedings{Liu2015, author = {Liu, Xiaojun and Xie, Ning and Jia, Jinyuan}, booktitle = {Proceedings of the 19th International Symposium on Distributed Simulation and Real Time Applications}, title = {Web3D-based Online Walkthrough of Large-scale Underground Scenes}, year = {2015}, organization = {IEEE Press}, pages = {104--107}, comment = {missing pdf}, file = {Liu2015.pdf:Liu2015.pdf:PDF}, groups = {crossRefs}, keywords = {web3D}, owner = {tom}, timestamp = {2021-01-27} }
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[Kamburelis2015] Castle Game Engine: Game Engine Using X3D As a Scene GraphKamburelis, MichalisIn Proceedings of the 20th International Conference on 3D Web Technology 2015
@inproceedings{Kamburelis2015, author = {Kamburelis, Michalis}, booktitle = {Proceedings of the 20th International Conference on 3D Web Technology}, title = {Castle Game Engine: Game Engine Using X3D As a Scene Graph}, year = {2015}, address = {New York, NY, USA}, pages = {155-156}, publisher = {ACM}, series = {Web3D '15}, comment = {missing pdf}, doi = {10.1145/2775292.2778296}, file = {Kamburelis2015.pdf:Kamburelis2015.pdf:PDF}, groups = {crossRefs}, isbn = {978-1-4503-3647-5}, keywords = {X3D, web3D}, location = {Heraklion, Crete, Greece}, timestamp = {2021-01-27}, url = {http://doi.acm.org/10.1145/2775292.2778296} }
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[Englert2015] A streaming framework for instant 3d rendering and interactionEnglert, Michael, Jung, Yvonne, Klomann, Marcel, Etzold, Jonas, Grimmy, Paul, and Jia, JinyuanIn Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology 2015
@inproceedings{Englert2015, author = {Englert, Michael and Jung, Yvonne and Klomann, Marcel and Etzold, Jonas and Grimmy, Paul and Jia, Jinyuan}, booktitle = {Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology}, title = {A streaming framework for instant 3d rendering and interaction}, year = {2015}, pages = {192--192}, owner = {tom}, timestamp = {2020-02-01} }
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[Cozzi2015] WebGL insightsCozzi, Patrick2015
@book{Cozzi2015, author = {Cozzi, Patrick}, publisher = {CRC Press}, title = {WebGL insights}, year = {2015}, isbn = {978-1498716079}, comment = {look more into Turbulenz Engine, glslify, Deferred Shading, hare3d}, file = {:WebGL.Insights.-.Patrick.Cozzi.pdf:PDF}, groups = {crossRefs, readed, look into more, PVS}, keywords = {webgl, web3D, Visibility, Trees, lighting, IBR, voxel}, owner = {tom}, timestamp = {2021-01-27}, url = {http://webglinsights.com/} }
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[Buyukkaya2015] A survey of peer-to-peer overlay approaches for networked virtual environmentsBuyukkaya, Eliya, Abdallah, Maha, and Simon, GwendalPeer-to-peer networking and applications 2015
@article{Buyukkaya2015, author = {Buyukkaya, Eliya and Abdallah, Maha and Simon, Gwendal}, journal = {Peer-to-peer networking and applications}, title = {A survey of peer-to-peer overlay approaches for networked virtual environments}, year = {2015}, number = {2}, pages = {276--300}, volume = {8}, owner = {tom}, publisher = {Springer}, timestamp = {2020-02-01} }
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[Andrioti2015] Integrating WebRTC and X3DOM: Bridging the Gap Between Communications and GraphicsAndrioti, Haroula, Stamoulias, Andreas, Kapetanakis, Kostas, Panagiotakis, Spyros, and Malamos, Athanasios G.In Proceedings of the 20th International Conference on 3D Web Technology 2015
In recent years, with the emergence of HTML5, the Web has managed to evolve from an Internet application for information announcement and exchange to a toolkit provided for pervasive, ubiquitous and collaborative services. In this context, the Web can ultimately provide Real-Time Communication (RTC) services between browsers via the Internet. WebRTC is the standardized project that provides browsers and mobile applications with RTC capabilities via simple JavaScript APIs. This opens new horizons in web-based applications such as capabilities for online gaming, support for complicated 3D graphics in real-time, video- conferencing, exchanging of text messages, immersive technology, etc. In this paper, we introduce the integration of WebRTC capabilities within virtual 3D worlds and present several implementations that bridge WebRTC and X3DOM technologies. In the applications we have developed, virtual 3D collaborative environments are provided for the cooperation of web peers at real time, while they are able to manipulate a 3D scene without the use of plugins. In this context, an online educational game and an immersive conference tool supporting all types of real-time communication such as video chat, text messaging and the use of social media, both using WebRTC over X3DOM, are presented and thoroughly discussed.
@inproceedings{Andrioti2015, author = {Andrioti, Haroula and Stamoulias, Andreas and Kapetanakis, Kostas and Panagiotakis, Spyros and Malamos, Athanasios G.}, booktitle = {Proceedings of the 20th International Conference on 3D Web Technology}, title = {Integrating WebRTC and X3DOM: Bridging the Gap Between Communications and Graphics}, year = {2015}, address = {New York, NY, USA}, pages = {9-15}, publisher = {ACM}, series = {Web3D '15}, doi = {10.1145/2775292.2775316}, file = {Andrioti2015.pdf:Andrioti2015.pdf:PDF}, groups = {crossRefs,readed}, isbn = {978-1-4503-3647-5}, keywords = {X3D, web3D, WebRTC, X3DOM, HTML5, JavaScript, Virtual Worlds, 3D Collaborative Environments, network, Peer-To-Peer}, location = {Heraklion, Crete, Greece}, timestamp = {2020-02-18}, url = {http://doi.acm.org/10.1145/2775292.2775316} }
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[Stein2014] Spatial data structures for accelerated 3D visibility computation to enable large model visualization on the webStein, Christian, Limper, Max, and Kuijper, ArjanIn Proceedings of the 19th International ACM Conference on 3D Web Technologies 2014
@inproceedings{Stein2014, author = {Stein, Christian and Limper, Max and Kuijper, Arjan}, booktitle = {Proceedings of the 19th International ACM Conference on 3D Web Technologies}, title = {Spatial data structures for accelerated 3D visibility computation to enable large model visualization on the web}, year = {2014}, organization = {ACM}, pages = {53-61}, file = {Stein2014.pdf:Stein2014.pdf:PDF}, groups = {crossRefs}, keywords = {models, octree} }
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[Mao2014] NoSQL Based 3D City Model Management SystemMao, B., Harrie, L., Cao, J., Wu, Z., and Shen, J.ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences 2014
@article{Mao2014, author = {Mao, B. and Harrie, L. and Cao, J. and Wu, Z. and Shen, J.}, journal = {ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences}, title = {NoSQL Based 3D City Model Management System}, year = {2014}, pages = {169-173}, volume = {XL-4}, doi = {10.5194/isprsarchives-XL-4-169-2014}, file = {Mao2014.pdf:Mao2014.pdf:PDF}, groups = {crossRefs}, keywords = {models, octree}, url = {https://www.int-arch-photogramm-remote-sens-spatial-inf-sci.net/XL-4/169/2014/} }
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[Jia2014] An efficient caching algorithm for peer-to-peer 3D streaming in distributed virtual environmentsJia, Jinyuan, Wang, Wei, and Hei, XiaojunJournal of network and computer applications 2014
@article{Jia2014, author = {Jia, Jinyuan and Wang, Wei and Hei, Xiaojun}, journal = {Journal of network and computer applications}, title = {An efficient caching algorithm for peer-to-peer 3D streaming in distributed virtual environments}, year = {2014}, pages = {1--11}, volume = {42}, owner = {tom}, publisher = {Elsevier}, timestamp = {2020-02-01} }
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[Yahyavi2013] Peer-to-peer architectures for massively multiplayer online games: A surveyYahyavi, Amir, and Kemme, BettinaACM Computing Surveys (CSUR) 2013
@article{Yahyavi2013, author = {Yahyavi, Amir and Kemme, Bettina}, journal = {ACM Computing Surveys (CSUR)}, title = {Peer-to-peer architectures for massively multiplayer online games: A survey}, year = {2013}, number = {1}, pages = {1--51}, volume = {46}, owner = {tom}, publisher = {ACM New York, NY, USA}, timestamp = {2020-02-01} }
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[Uden2013] Open building models: Towards a platform for crowdsourcing virtual 3D citiesUden, Matthias, and Zipf, Alexander2013
@incollection{Uden2013, author = {Uden, Matthias and Zipf, Alexander}, booktitle = {Progress and new trends in 3D geoinformation sciences}, publisher = {Springer}, title = {Open building models: Towards a platform for crowdsourcing virtual 3D cities}, year = {2013}, pages = {299--314}, file = {Uden2013.pdf:Uden2013.pdf:PDF}, groups = {crossRefs}, keywords = {models}, owner = {tom}, timestamp = {2017-10-01} }
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[Schwenk2013] Extending a distributed virtual reality system with exchangeable rendering back-endsSchwenk, Karsten, VoĂ, Gerrit, Behr, Johannes, Jung, Yvonne, Limper, Max, Herzig, Pasquale, and Kuijper, ArjanThe Visual Computer Oct 2013
We present an approach to integrate multiple rendering back-ends under a common application layer for distributed systems. The primary goal was to find a practical and nonintrusive way to use potentially very different renderers in heterogeneous computing environments without impairing their strengths and without burdening the back-ends or the application with details of the cluster environment. Our approach is based on a mediator layer that handles multithreading, clustering, and the synchronization between the applicationâs and the back-endâs scene. We analyze the proposed approach with an implementation for a state-of-the-art distributed VR/AR system. In particular, we present two case studies and an example application.
@article{Schwenk2013, author = {Schwenk, Karsten and Vo\ss, Gerrit and Behr, Johannes and Jung, Yvonne and Limper, Max and Herzig, Pasquale and Kuijper, Arjan}, journal = {The Visual Computer}, title = {Extending a distributed virtual reality system with exchangeable rendering back-ends}, year = {2013}, month = oct, number = {10}, pages = {1039-1049}, volume = {29}, doi = {10.1007/s00371-013-0836-y}, file = {Schwenk2013.pdf:Schwenk2013.pdf:PDF}, groups = {crossRefs}, isbn = {1432-2315}, url = {https://doi.org/10.1007/s00371-013-0836-y} }
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[Dobos2013] XML3DRepo: A REST API for Version Controlled 3D Assets on the WebDobo\vs, Jozef, Sons, Kristian, Rubinstein, Dmitri, Slusallek, Philipp, and Steed, AnthonyIn Proceedings of the 18th International Conference on 3D Web Technology 2013
@inproceedings{Dobos2013, author = {Dobo\vs, Jozef and Sons, Kristian and Rubinstein, Dmitri and Slusallek, Philipp and Steed, Anthony}, booktitle = {Proceedings of the 18th International Conference on 3D Web Technology}, title = {XML3DRepo: A REST API for Version Controlled 3D Assets on the Web}, year = {2013}, address = {New York, NY, USA}, pages = {47-55}, publisher = {ACM}, series = {Web3D '13}, comment = {missing pdf}, doi = {10.1145/2466533.2466537}, file = {Dobos2013.pdf:Dobos2013.pdf:PDF}, groups = {crossRefs}, isbn = {978-1-4503-2133-4}, keywords = {web3D}, location = {San Sebastian, Spain}, timestamp = {2021-01-27}, url = {http://doi.acm.org/10.1145/2466533.2466537} }
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[Singh2012] A Novel Level-of-Detail Technique for Virtual City Environments: Design and EvaluationSingh, Ankit2012
@phdthesis{Singh2012, author = {Singh, Ankit}, school = {Virginia Tech}, title = {A Novel Level-of-Detail Technique for Virtual City Environments: Design and Evaluation}, year = {2012}, file = {Singh2012.pdf:Singh2012.pdf:PDF}, groups = {crossRefs}, keywords = {outdoor} }
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[Rocha2012] OSM indoor: moving forwardRocha, Jorge, and Alves, NairIn OGRS2012-Symposium proceedings 2012
@inproceedings{Rocha2012, author = {Rocha, Jorge and Alves, Nair}, booktitle = {OGRS2012-Symposium proceedings}, title = {OSM indoor: moving forward}, year = {2012}, pages = {261--167}, comment = {missing pdf}, file = {Rocha2012.pdf:Rocha2012.pdf:PDF}, groups = {crossRefs}, keywords = {indoor}, owner = {tom}, timestamp = {2021-01-27} }
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[Olbrich2012] Accessing HTTP Interfaces Within X3D Script NodesOlbrich, ManuelIn Proceedings of the 17th International Conference on 3D Web Technology 2012
X3D supports a variety of media types to be used in 3D scenes, like images, videos or other X3D models. A scene can dynamically load and replace this media during runtime, but since there is no way to communicate directly with outside sources like a server, all data sources need to be known in advance. This problem is usually solved by using interfaces like SAI, which allow external applica- tions to modify the current scene. But this solution makes it neces- sary to set up all the communication via SAI and have the external application communicate with a server. In this paper, we will show how XMLHttpRequest, an object common in web browsers, can be used to handle the communication from within the X3D Browser. We will show how well this approach fits into the X3D environment and how easy this can be implemented in an X3D Browser. After- wards, some examples will show the benefits in real applications and how easy this solution is to use.
@inproceedings{Olbrich2012, author = {Olbrich, Manuel}, booktitle = {Proceedings of the 17th International Conference on 3D Web Technology}, title = {Accessing HTTP Interfaces Within X3D Script Nodes}, year = {2012}, address = {New York, NY, USA}, pages = {139-142}, publisher = {ACM}, series = {Web3D '12}, doi = {10.1145/2338714.2338738}, file = {Olbrich2012.pdf:Olbrich2012.pdf:PDF}, groups = {crossRefs}, isbn = {978-1-4503-1432-9}, keywords = {X3D network, web3D,X3D, ECMAScript, XMLHttpRequest, REST, Ajax}, location = {Los Angeles, California}, timestamp = {2020-01-07}, url = {http://doi.acm.org/10.1145/2338714.2338738} }
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[Behr2012] Using Images and Explicit Binary Container for Efficient and Incremental Delivery of Declarative 3D Scenes on the WebBehr, Johannes, Jung, Yvonne, Franke, Tobias, and Sturm, TimoIn Proceedings of the 17th International Conference on 3D Web Technology 2012
JSON, XML-based 3D formats (e.g. X3D or Collada) and Declar- ative 3D approaches share some benefits but also one major draw- back: all encoding schemes store the scene-graph and vertex data in the same file structure; unstructured raw mesh data is found within descriptive elements of the scene. Web Browsers therefore have to download all elements (including every single coordinate) before being able to further process the structure of the document. There- fore, we separate the structured scene information and unstructured vertex data to increase the user experience and overall performance of the system by introducing two new referenced containers, which encode external mesh data as so-called Sequential Image Geometry (SIG) or Typed-Array-based Binary Geometry (BG). We also dis- cuss compression, rendering and application results and introduce a novel data layout for image geometry data that supports incremen- tal updates, arbitrary input meshes and GPU decoding.
@inproceedings{Behr2012, author = {Behr, Johannes and Jung, Yvonne and Franke, Tobias and Sturm, Timo}, booktitle = {Proceedings of the 17th International Conference on 3D Web Technology}, title = {Using Images and Explicit Binary Container for Efficient and Incremental Delivery of Declarative 3D Scenes on the Web}, year = {2012}, address = {New York, NY, USA}, pages = {17-25}, publisher = {ACM}, series = {Web3D '12}, doi = {10.1145/2338714.2338717}, file = {Behr2012.pdf:Behr2012.pdf:PDF}, groups = {crossRefs, readed, look into more}, isbn = {978-1-4503-1432-9}, keywords = {web3D, X3D, Declarative 3D, HTML5, WebGL, DOM, Web Integration, Image Geometry, Typed Array, Mesh Compression, models}, location = {Los Angeles, California}, timestamp = {2020-02-19}, url = {http://doi.acm.org/10.1145/2338714.2338717} }
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[Behr2011] Dynamic and Interactive Aspects of X3DOMBehr, Johannes, Jung, Yvonne, Drevensek, Timm, and Aderhold, AndreasIn Proceedings of the 16th International Conference on 3D Web Technology 2011
The previous publications on X3DOM focused on the general integration model [Behr et al. 2009] and implementation strategies [Behr et al. 2010]. The aspects of dynamic and interactive worlds were an essential part, but not specifically addressed as such. The recent major additions to the system are CSS Animations and CSS 3D-Transforms as well as various forms of events for user interaction and system monitoring, which complement the existing design to support a large number of interactive and dynamic use cases. This overall design, including scene update mechanisms, animations, and a large number of DOM-based events are thus presented in this paper as part of a single overall system design.
@inproceedings{Behr2011, author = {Behr, Johannes and Jung, Yvonne and Drevensek, Timm and Aderhold, Andreas}, booktitle = {Proceedings of the 16th International Conference on 3D Web Technology}, title = {Dynamic and Interactive Aspects of X3DOM}, year = {2011}, address = {New York, NY, USA}, pages = {81--87}, publisher = {ACM}, series = {Web3D '11}, acmid = {2010440}, doi = {10.1145/2010425.2010440}, file = {Behr2011.pdf:Behr2011.pdf:PDF}, groups = {crossRefs, readed}, isbn = {978-1-4503-0774-1}, keywords = {DOM, HTML5, WebGL, X3D, web integration, web3D}, location = {Paris, France}, numpages = {7}, owner = {tom}, timestamp = {2020-02-19}, url = {http://doi.acm.org/10.1145/2010425.2010440} }
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[Schiefer2010] Service-oriented Scene Graph ManipulationSchiefer, Andreas, Berndt, René, Ullrich, Torsten, Settgast, Volker, and Fellner, Dieter W.In Proceedings of the 15th International Conference on Web 3D Technology 2010
@inproceedings{Schiefer2010, author = {Schiefer, Andreas and Berndt, Ren\'e and Ullrich, Torsten and Settgast, Volker and Fellner, Dieter W.}, booktitle = {Proceedings of the 15th International Conference on Web 3D Technology}, title = {Service-oriented Scene Graph Manipulation}, year = {2010}, address = {New York, NY, USA}, pages = {55-62}, publisher = {ACM}, series = {Web3D '10}, doi = {10.1145/1836049.1836057}, file = {Schiefer2010.pdf:Schiefer2010.pdf:PDF}, groups = {crossRefs}, isbn = {978-1-4503-0209-8}, keywords = {web3D}, location = {Los Angeles, California}, timestamp = {2017-10-01}, url = {http://doi.acm.org/10.1145/1836049.1836057} }
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[Johansson2009] Efficient Real-Time Rendering of Building Information ModelsJohansson, Mikael, and Roupé, MattiasIn PROCEEDINGS OF THE 2009 INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS AND VIRTUAL REALITY (CGVR09) 2009
@inproceedings{Johansson2009, author = {Johansson, Mikael and Roup\'e, Mattias}, booktitle = {PROCEEDINGS OF THE 2009 INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS AND VIRTUAL REALITY (CGVR09)}, title = {Efficient Real-Time Rendering of Building Information Models}, year = {2009}, pages = {97}, file = {Johansson2009.pdf:Johansson2009.pdf:PDF}, groups = {crossRefs}, keywords = {models} }
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[Behr2009] X3DOM: A DOM-based HTML5/X3D Integration ModelBehr, Johannes, Eschler, Peter, Jung, Yvonne, and Zöllner, MichaelIn Proceedings of the 14th International Conference on 3D Web Technology 2009
We present a model that allows to directly integrate X3D nodes into HTML5 DOM content. This model tries to fulfill the promise of the HTML5 specification, which references X3D for declarative 3D scenes but does not define a specific integration mode. The goal of this model is to ease the integration of X3D in modern web applications by directly mapping and synchronizing live DOM elements to a X3D scene model. This is a very similar approach to the current SVG integration model for 2D graphics. Furthermore, we propose a framework that includes a new X3D Profile for the DOM integration. This profile should make implementation simple, but in addition we show that the current X3D runtime model still scales well. A detailed discussion includes DOM integration issues like events, namespaces and scripting. We finally propose an implementation framework that should work with multiple browser frontends (e.g. Firefox and WebKit) and different X3D runtime backends. We hope to connect the technologies and the X3D/ W3C communities with this proposal and outline a model, how an integration without plugins could work. Moreover, we hope to inspire further work, which could lead to a native X3D implementation in browsers similar to the SVG implementations today.
@inproceedings{Behr2009, author = {Behr, Johannes and Eschler, Peter and Jung, Yvonne and Z\"{o}llner, Michael}, booktitle = {Proceedings of the 14th International Conference on 3D Web Technology}, title = {X3DOM: A DOM-based {HTML}5/X3D Integration Model}, year = {2009}, address = {New York, NY, USA}, pages = {127--135}, publisher = {ACM}, series = {Web3D '09}, acmid = {1559784}, doi = {10.1145/1559764.1559784}, file = {Behr2009.pdf:Behr2009.pdf:PDF}, groups = {crossRefs, readed}, isbn = {978-1-60558-432-4}, keywords = {DOM, HTML5, X3D, real-time, web integration, web3D}, location = {Darmstadt, Germany}, numpages = {9}, owner = {tom}, timestamp = {2020-01-07}, url = {http://doi.acm.org/10.1145/1559764.1559784} }
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[TruebaHornero2008] Dynamic worlds in miniatureTrueba Hornero, RamĂłn, and AndĂșjar Gran, Carlos AntonioIn II Jornadas sobre Realidad Virtual y Entornos Virtuales 2008
@inproceedings{TruebaHornero2008, author = {Trueba Hornero, Ram\'on and And\'ujar Gran, Carlos Antonio}, booktitle = {II Jornadas sobre Realidad Virtual y Entornos Virtuales}, title = {Dynamic worlds in miniature}, year = {2008}, organization = {.}, pages = {1-10}, file = {TruebaHornero2008.pdf:TruebaHornero2008.pdf:PDF}, groups = {crossRefs} }
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[Hu2008] Flod: A framework for peer-to-peer 3d streamingHu, S-Y, Huang, T-H, Chang, S-C, Sung, W-L, Jiang, J-R, and Chen, B-YIn IEEE INFOCOM 2008-The 27th Conference on Computer Communications 2008
@inproceedings{Hu2008, author = {Hu, S-Y and Huang, T-H and Chang, S-C and Sung, W-L and Jiang, J-R and Chen, B-Y}, booktitle = {IEEE INFOCOM 2008-The 27th Conference on Computer Communications}, title = {Flod: A framework for peer-to-peer 3d streaming}, year = {2008}, organization = {IEEE}, pages = {1373--1381}, owner = {tom}, timestamp = {2020-02-01} }
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[Bruneton2008] Real-Time Rendering and Editing of Vector-based TerrainsBruneton, Eric, and Neyret, FabriceComputer Graphics Forum 2008
We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landscape can be explored in real time at any altitude from flight view to car view. We use vector descriptions of linear and areal features, with associated shaders to specify their appearance (terrain color and material), their footprint (effect on terrain shape), and their associated objects (bridges, hedges, etc.).In order to encompass both very large terrains and very fine details we rely on a view dependent quadtree refinement scheme. New quads are generated when needed and cached on the GPU. For each quad we produce on the GPU an appearance texture, a footprint texture, and some object meshes, based on the features vector description and their associated shaders. Adaptive refinement, procedural vector features and a mipmap pyramid provide three LOD mechanisms for small, medium and large scale quads. Our results and attached video show high performance with high visual quality.
@article{Bruneton2008, author = {Bruneton, Eric and Neyret, Fabrice}, journal = {Computer Graphics Forum}, title = {Real-Time Rendering and Editing of Vector-based Terrains}, year = {2008}, number = {2}, pages = {311-320}, volume = {27}, doi = {10.1111/j.1467-8659.2008.01128.x}, file = {Bruneton2008.pdf:Bruneton2008.pdf:PDF}, groups = {crossRefs, projects, readed, look into more, video}, isbn = {1467-8659}, keywords = {vector, outdoor, texture, quadtree}, publisher = {Blackwell Publishing Ltd}, timestamp = {2017-10-01}, url = {http://dx.doi.org/10.1111/j.1467-8659.2008.01128.x} }
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[Schneider2007] Efficient and Accurate Rendering of Vector Data on Virtual LandscapesSchneider, Martin, and Klein, ReinhardJournal of WSCG 2007
In geographical information systems (GIS) vector data has important applications in the analysis and management of virtual landscapes. Therefore, methods that allow combined visualization of terrain and geo-spatial vector data are required. Such methods have to adapt the vector data to the terrain surface and to ensure a precise and efficient mapping. In this paper, we present a method that is based on the stencil shadow volume algorithm and allows high-quality real-time overlay of vector data on virtual landscapes. Since the method is a screen-space algorithm it is per-pixel exact and does not suffer from aliasing artifacts like texture-based techniques. In addition, since the method is independent of the underlying terrain geometry, its performance does not depend on the complexity of the data set but only on the complexity of the vector data.
@article{Schneider2007, author = {Schneider, Martin and Klein, Reinhard}, journal = {Journal of WSCG}, title = {Efficient and Accurate Rendering of Vector Data on Virtual Landscapes}, year = {2007}, number = {1-3}, pages = {59-64}, volume = {15}, editor = {Skala, V.}, file = {Schneider2007.pdf:Schneider2007.pdf:PDF}, groups = {crossRefs}, isbn = {1213-6972978-86943-00-8}, keywords = {vector, outdoor, texture, octree}, publisher = {UNION Agency-Science Press}, timestamp = {2017-10-01} }
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[Risser2007] True ImpostorsRisser, Eric2007
@inbook{Risser2007, author = {Risser, Eric}, chapter = {21}, editor = {Nguyen, Hubert}, publisher = {Addison-Wesley Professional}, title = {True Impostors}, year = {2007}, isbn = {978-0321515261}, volume = {GPU Gems 3}, comment = {download webpage}, groups = {crossRefs}, keywords = {impostor}, owner = {tom}, timestamp = {2021-01-27}, url = {https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-21-true-impostors} }
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[Mulloni2007] Interactive walkthrough of large 3D models of buildings on mobile devicesMulloni, Alessandro, Nadalutti, Daniele, and Chittaro, LucaIn Proceedings of the twelfth international conference on 3D web technology 2007
Interactive visualization of large 3D architectural models on mobile devices such as PDAs would significantly benefit applications such as indoor navigators and mobile tourist guides, on-site monitoring and annotation of architectural designs at construction sites, evacuation training and evacuation guidance. Although PDAs are becoming more powerful and a few are even equipped with 3D hardware accelerators, their performance does not yet allow to handle a large architectural model at an acceptable frame rate. To face this problem, we propose and experiment a system that exploits hierarchical view frustum culling and portal culling for interactively visualizing 3D architectural models on mobile devices. We also discuss the performance of the system and its integration with our mobile X3D player (MobiX3D). The performance of the system has been evaluated on a large three-floor building with 39 rooms, 42 stairs and 42 doors.
@inproceedings{Mulloni2007, author = {Mulloni, Alessandro and Nadalutti, Daniele and Chittaro, Luca}, booktitle = {Proceedings of the twelfth international conference on 3D web technology}, title = {Interactive walkthrough of large 3D models of buildings on mobile devices}, year = {2007}, organization = {ACM}, pages = {17-25}, file = {Mulloni2007.pdf:Mulloni2007.pdf:PDF}, groups = {crossRefs}, keywords = {models,mobile devices, architectural models, X3D, rendering, culling}, timestamp = {2020-01-22} }
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[Merrell2007] Example-based model synthesisMerrell, PaulIn Proceedings of the 2007 symposium on Interactive 3D graphics and games 2007
@inproceedings{Merrell2007, author = {Merrell, Paul}, booktitle = {Proceedings of the 2007 symposium on Interactive 3D graphics and games}, title = {Example-based model synthesis}, year = {2007}, organization = {ACM}, pages = {105-112}, file = {Merrell2007.pdf:Merrell2007.pdf:PDF}, groups = {crossRefs}, keywords = {models} }
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[Loop2007] Rendering Vector Art on the GPUCharles Loop, Jim Blinn2007
@inbook{Loop2007, author = {Charles Loop, Jim Blinn}, chapter = {25}, editor = {Nguyen, Hubert}, publisher = {Addison-Wesley Professional}, title = {Rendering Vector Art on the GPU}, year = {2007}, isbn = {978-0321515261}, volume = {GPU Gems 3}, comment = {download webpage}, groups = {crossRefs}, keywords = {vector}, owner = {tom}, timestamp = {2021-01-27}, url = {https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-25-rendering-vector-art-gpu} }
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[Giannopoulos2007] Realistic virtual environments navigable over the wwwGiannopoulos, Ioannis, Hatzi, Ourania, Nikolaidou, Mara, and Anagnostopoulos, DimosthenisIn Proceedings of the 2007 Summer Computer Simulation Conference 2007
@inproceedings{Giannopoulos2007, author = {Giannopoulos, Ioannis and Hatzi, Ourania and Nikolaidou, Mara and Anagnostopoulos, Dimosthenis}, booktitle = {Proceedings of the 2007 Summer Computer Simulation Conference}, title = {Realistic virtual environments navigable over the www}, year = {2007}, organization = {Society for Computer Simulation International}, pages = {30}, file = {Giannopoulos2007.pdf:Giannopoulos2007.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2017-10-01} }
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[Mattausch2006] Adaptive Visibility-Driven View Cell Construction.Mattausch, Oliver, Bittner, JirıÌ, and Wimmer, MichaelRendering Techniques 2006
We present a new method for the automatic partitioning of view space into a multi-level view cell hierarchy. We use a cost-based model in order to minimize the average rendering time. Unlike previous methods, our model takes into account the actual visibility in the scene, and the partition is not restricted to planes given by the scene geometry. We show that the resulting view cell hierarchy works for different types of scenes and gives lower average rendering time than previously used methods.
@article{Mattausch2006, author = {Mattausch, Oliver and Bittner, Jir\'\i and Wimmer, Michael}, journal = {Rendering Techniques}, title = {Adaptive Visibility-Driven View Cell Construction.}, year = {2006}, pages = {195-206}, volume = {2006}, file = {Mattausch2006.pdf:Mattausch2006.pdf:PDF}, groups = {crossRefs}, keywords = {portal, PortalnCell}, timestamp = {2020-01-16} }
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[Gustavson2006BeyondTP] Beyond the pixel: towards infinite resolution texturesGustavson, StefanIn 2006
@inproceedings{Gustavson2006BeyondTP, author = {Gustavson, Stefan}, title = {Beyond the pixel: towards infinite resolution textures}, year = {2006}, file = {Gustavson2006BeyondTP.pdf:Gustavson2006BeyondTP.pdf:PDF}, groups = {crossRefs}, keywords = {vector texture}, owner = {tom}, timestamp = {2017-10-01} }
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[Cavagna2006] P2p network for very large virtual environmentCavagna, Romain, Bouville, Christian, and Royan, JeromeIn Proceedings of the ACM symposium on Virtual reality software and technology 2006
The ever increasing speed of Internet connections has led to a point where it is actually possible for every end user to seamlessly share data on Internet. Peer-To-Peer (P2P) networks are typical of this evolution. The goal of our paper is to show that server-less P2P networks with self-adaptive assignment techniques can efficiently deal with very large environments such as met in the geovisualization domain. Our method allows adaptative view-dependent visualization thanks to a hierarchical and progressive data structure that describes the environment. In order to assess the global ef- ficiency of this P2P technique, we have implemented a ded- icated real time simulator. Experimentation results are pre- sented using a hierarchical LOD model of a very large urban environment.
@inproceedings{Cavagna2006, author = {Cavagna, Romain and Bouville, Christian and Royan, Jerome}, booktitle = {Proceedings of the ACM symposium on Virtual reality software and technology}, title = {P2p network for very large virtual environment}, year = {2006}, organization = {ACM}, pages = {269-276}, comment = {reinvents the wheel when come to p2p networks}, file = {Cavagna2006.pdf:Cavagna2006.pdf:PDF}, groups = {look into more, crossRefs, readed, PVS}, keywords = {P2P network, Virtual Environment, Simulation, Peer-To-Peer, Self-Organization, Self-Scalability, Self-Adaptation, outdoor}, timestamp = {2021-01-27} }
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[Ray2005] Vector texture maps on the GPURay, Nicolas, Cavin, Xavier, and LĂ©vy, Bruno2005
This paper presents VTMs (Vector Texture Maps), a novel representation of vector images that can be used as a texture by the GPU for real-time rendering. A VTM decomposes texture space into different regions, represented in an analytic way, by a set of implicit degree 3 polynomials. Each region can be rendered by a different fragment shading function. Accurate anti-aliasing is performed in real-time, based on an estimate of fragment coverage. As a consequence, infinite zooming can be applied without any pixel discretization artifact. Based on a hierarchical data structure, our representation has low memory requirements. Its versatility is demonstrated in various settings, including a font engine completely implemented in the GPU.
@misc{Ray2005, author = {Ray, Nicolas and Cavin, Xavier and LĂ©vy, Bruno}, title = {Vector texture maps on the GPU}, year = {2005}, file = {Ray2005.pdf:Ray2005.pdf:PDF}, groups = {crossRefs}, keywords = {vector texture}, owner = {tom}, timestamp = {2017-10-01} }
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[Pouderoux2005] Adaptive streaming and rendering of large terrains using strip masksPouderoux, Joachim, and Marvie, Jean-EudesIn Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia 2005
@inproceedings{Pouderoux2005, author = {Pouderoux, Joachim and Marvie, Jean-Eudes}, booktitle = {Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia}, title = {Adaptive streaming and rendering of large terrains using strip masks}, year = {2005}, organization = {ACM}, pages = {299-306}, file = {Pouderoux2005.pdf:Pouderoux2005.pdf:PDF}, groups = {crossRefs}, keywords = {terrain, outdoor}, timestamp = {2017-10-01} }
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[Marvie2005] The FL-system: a functional L-system for procedural geometric modelingMarvie, Jean-Eudes, Perret, Julien, and Bouatouch, KadiThe Visual Computer 2005
@article{Marvie2005, author = {Marvie, Jean-Eudes and Perret, Julien and Bouatouch, Kadi}, journal = {The Visual Computer}, title = {The FL-system: a functional L-system for procedural geometric modeling}, year = {2005}, number = {5}, pages = {329-339}, volume = {21}, file = {Marvie2005.pdf:Marvie2005.pdf:PDF}, groups = {crossRefs}, keywords = {models}, publisher = {Springer} }
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[Jeschke2005] Image-based representations for accelerated rendering of complex scenesJeschke, Stefan, Wimmer, Michael, and Purgathofer, WernerIn Eurographics (STARs) 2005
This paper gives an overview of image-based representations commonly used for reducing the geometric complex- ity of a scene description in order to accelerate the rendering process. Several different types of representations and ways for using them have been presented, which are classified and discussed here. Furthermore, the overview includes techniques for accelerating the rendering of static scenes or scenes with animations and/or dynamic light- ing effects. The advantages and drawbacks of the different approaches are illuminated, and unsolved problems and roads for further research are shown.
@inproceedings{Jeschke2005, author = {Jeschke, Stefan and Wimmer, Michael and Purgathofer, Werner}, booktitle = {Eurographics (STARs)}, title = {Image-based representations for accelerated rendering of complex scenes}, year = {2005}, pages = {1--20}, file = {Jeschke2005.pdf:Jeschke2005.pdf:PDF}, groups = {crossRefs, readed}, keywords = {Impostor}, owner = {tom}, timestamp = {2020-01-23} }
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[Havemann2005] Generative mesh modeling.Havemann, Sven2005
@article{Havemann2005, author = {Havemann, Sven}, title = {Generative mesh modeling.}, year = {2005}, file = {Havemann2005.pdf:Havemann2005.pdf:PDF}, groups = {crossRefs}, keywords = {models}, publisher = {Braunschweig University of Technology, Germany}, timestamp = {2020-01-07}, url = {http://www.digibib.tu-bs.de/?docid=00000008} }
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[Bouras2005] Advances in X3D multi-user virtual environmentsBouras, Ch, Panagopoulos, Alexandros, and Tsiatsos, ThIn Seventh IEEE International Symposium on Multimedia (ISMâ05) 2005
@inproceedings{Bouras2005, author = {Bouras, Ch and Panagopoulos, Alexandros and Tsiatsos, Th}, booktitle = {Seventh IEEE International Symposium on Multimedia (ISM'05)}, title = {Advances in X3D multi-user virtual environments}, year = {2005}, organization = {IEEE}, pages = {7--pp}, owner = {tom}, timestamp = {2020-02-01} }
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[Tu2004] Etree: A database-oriented method for generating large octree meshesTu, Tiankai, Oâhallaron, David R, and LĂłpez, Julio C
@article{Tu2004, author = {Tu, Tiankai and O{\textquoteright}hallaron, David R and L{\'o}pez, Julio C}, title = {Etree: A database-oriented method for generating large octree meshes}, number = {2}, pages = {117--128}, volume = {20}, date = {2004}, file = {Tu2004.pdf:Tu2004.pdf:PDF}, groups = {crossRefs}, journaltitle = {Engineering with Computers}, owner = {tom}, publisher = {Springer}, timestamp = {2017-10-01} }
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[Losasso2004] Geometry clipmaps: terrain rendering using nested regular gridsLosasso, Frank, and Hoppe, HuguesIn ACM Transactions on Graphics (TOG) 2004
@inproceedings{Losasso2004, author = {Losasso, Frank and Hoppe, Hugues}, booktitle = {ACM Transactions on Graphics (TOG)}, title = {Geometry clipmaps: terrain rendering using nested regular grids}, year = {2004}, number = {3}, organization = {ACM}, pages = {769-776}, volume = {23}, file = {Losasso2004.pdf:Losasso2004.pdf:PDF}, groups = {crossRefs}, keywords = {outdoor} }
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[Ikits2007] Volume Rendering TechniquesMilan Ikits, Joe Kniss. Aaron Lefohn. Charles Hansen2004
@inbook{Ikits2007, author = {Milan Ikits, Joe Kniss. Aaron Lefohn. Charles Hansen}, chapter = {39}, publisher = {Addison-Wesley Professional}, title = {Volume Rendering Techniques}, year = {2004}, isbn = {978-0321228321}, volume = {GPU Gems}, comment = {download webpage}, groups = {crossRefs}, owner = {tom}, timestamp = {2021-01-27}, url = {https://developer.nvidia.com/gpugems/gpugems/part-vi-beyond-triangles/chapter-39-volume-rendering-techniques} }
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[Cani2004] Coherent Hierarchical Culling: Hardware Occlusion Queries Made UsefulCani, Eurographics M -p, Slater, M, Wimmer, Michael, Piringer, Harald, and Purgathofer, Werner2004
We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of query results. We reuse the results of occlusion queries from the last frame in order to initiate and schedule the queries in the next frame. This is done by processing nodes of a spatial hierarchy in a front-to-back order and interleaving occlusion queries with rendering of certain previously visible nodes. The proposed scheduling of the queries makes use of spatial and temporal coherence of visibility. Despite its simplicity, the algorithm achieves good culling efficiency for scenes of various types. The implementation of the algorithm is straightforward and it can be easily integrated in existing real-time rendering packages based on common hierarchical data structures.
@misc{Cani2004, author = {Cani, Eurographics M -p and Slater, M and Wimmer, Michael and Piringer, Harald and Purgathofer, Werner}, title = {Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful}, year = {2004}, file = {Cani2004.pdf:Cani2004.pdf:PDF}, groups = {crossRefs, readed, PVS, look into more, video}, keywords = {Visibility, pvs-Point, kd-tree}, timestamp = {2020-02-19} }
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[Andujar2004a] Computing maximal tiles and application to impostor-based simplificationAndĂșjar, Carlos, Brunet, Pere, Chica, Antoni, Navazo, Isabel, Rossignac, Jarek, and Vinacua, AlvarIn Computer Graphics Forum 2004
The computation of the largest planar region approximating a 3D object is an important problem with wide applications in modeling and rendering. Given a voxelization of the 3D object, we propose an efficient algorithm to solve a discrete version of this problem. The input of the algorithm is the set of grid edges connecting the interior and the exterior of the object (called sticks). Using a voting-based approach, we compute the plane that slices the largest number of sticks and is orientation-compatible with these sticks. The robustness and efficiency of our approach rests on the use of two different parameterizations of the planes with suitable properties. The first of these is exact and is used to retrieve precomputed local solutions of the problem. The second one is discrete and is used in a hierarchical voting scheme to compute the global maximum. This problem has diverse applications that range from finding object signatures to generating simplified models. Here we demonstrate the merits of the algorithm for efficiently computing an optimized set of textured impostors for a given polygonal model.
@inproceedings{Andujar2004a, author = {And{\'u}jar, Carlos and Brunet, Pere and Chica, Antoni and Navazo, Isabel and Rossignac, Jarek and Vinacua, Alvar}, booktitle = {Computer Graphics Forum}, title = {Computing maximal tiles and application to impostor-based simplification}, year = {2004}, number = {3}, organization = {Wiley Online Library}, pages = {401--410}, volume = {23}, doi = {10.1.1.437.6676}, groups = {pdf, crossRefs, readed, [tom:]}, keywords = {Impostor, voxel, Billboard clouds}, owner = {tom}, timestamp = {2020-02-13} }
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[Andujar2004] Way-Finder: guided tours through complex walkthrough modelsAndĂșjar, Carlos, VĂĄzquez, P, and FairĂ©n, MartaIn Computer Graphics Forum 2004
The exploration of complex walkthrough models is often a difficult task due to the presence of densely occluded regions which pose a serious challenge to online navigation. In this paper we address the problem of algorithmic generation of exploration paths for complex walkthrough models. We present a characterization of suitable proper- ties for camera paths and we discuss an efficient algorithm for computing them with little or no user intervention. Our approach is based on identifying the free-space structure of the scene (represented by a cell and portal graph) and an entropy-based measure of the relevance of a view-point. This metric is key for deciding which cells have to be visited and for computing critical way-points inside each cell. Several results on different model categories are presented and discussed.
@inproceedings{Andujar2004, author = {And\'ujar, Carlos and V\'azquez, P and Fair\'en, Marta}, booktitle = {Computer Graphics Forum}, title = {Way-Finder: guided tours through complex walkthrough models}, year = {2004}, number = {3}, organization = {Wiley Online Library}, pages = {499-508}, volume = {23}, doi = {10.1111/j.1467-8659.2004.00781.x}, file = {Andujar2004.pdf:Andujar2004.pdf:PDF}, groups = {readed, crossRefs}, keywords = {Architectural, PortalnCell, indoor, portal generation, voxel}, timestamp = {2020-02-18} }
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[Aila2004] dPVS: an occlusion culling system for massive dynamic environmentsAila, T, and Miettinen, V
A platform-independent occlusion culling library for dynamic environments, dPVS, can benefit such applications as CAD and modeling tools, time-varying simulations, and computer games. Visibility optimization is currently the most effective technique for improving rendering performance in complex 3D environments. The primary reason for this is that during each frame the pixel processing subsystem needs to determine the visibility of each pixel individually. Currently, rendering performance in larger scenes is input sensitive, and most of the processing time is wasted on rendering geometry not visible in the final image. Here we concentrate on real-time visualization using mainstream graphics hardware that has a z-buffer as a de facto standard for hidden surface removal. In an ideal system only the complexity of the geometry actually visible on the screen would significantly impact rendering time - 3D application performance should be output sensitive .Furthermore, opportunities exist for using lower accuracy for artificial intelligence, physics computations, and collision detection in the hidden parts of the scene.
@article{Aila2004, author = {Aila, T and Miettinen, V}, title = {dPVS: an occlusion culling system for massive dynamic environments}, number = {2}, pages = {86--97}, volume = {24}, date = {2004-03}, doi = {10.1109/MCG.2004.1274066}, file = {Aila2004.pdf:Aila2004.pdf:PDF}, groups = {crossRefs, readed}, isbn = {0272-1716}, journaltitle = {IEEE Computer Graphics and Applications}, keywords = {indoor, outdoor, bsp tree}, timestamp = {2020-02-17} }
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[Wonka2003] Instant architectureWonka, Peter, Wimmer, Michael, Sillion, François, and Ribarsky, William2003
@book{Wonka2003, author = {Wonka, Peter and Wimmer, Michael and Sillion, Fran\c{c}ois and Ribarsky, William}, publisher = {ACM}, title = {Instant architecture}, year = {2003}, number = {3}, volume = {22}, file = {Wonka2003.pdf:Wonka2003.pdf:PDF}, groups = {crossRefs} }
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[Tu2003] The Etree library: A system for manipulating large octrees on diskTu, Tiankai, OâHallaron, David R, and Lopez, Julio2003
@article{Tu2003, author = {Tu, Tiankai and O'Hallaron, David R and Lopez, Julio}, title = {The Etree library: A system for manipulating large octrees on disk}, year = {2003}, comment = {to-read read: tu2004}, file = {Tu2003.pdf:Tu2003.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2021-01-27} }
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[Royan2003] PBTree - A New Progressive and Hierarchical Representation for Network-Based Navigation in Urban EnvironmentsRoyan, JĂ©rĂŽme, Bouville, Christian, and Gioia, PatrickIn VMV 2003
This paper describes a novel progressive and hier- archical representation for densely built urban ar- eas. It aims at navigating through huge urban envi- ronments with network-based client-sever systems. Thanks to this method, navigation is no longer lim- ited to walkthrough, but allows to fly over the city. This can be achieved through a set of dedicated al- gorithms allowing the decomposition of city into a multi-resolution representation. The method ef- ficiently exploits the fact that automated modeling technologies of urban scene are generally based on the processing of 2D data (video, photographs, cadastral map, ...), to model 2D 12 data (building footprint, height, altitude, ...) which turns out to be more compact. From this pre-computed represen- tation of buildings, a server can progressively send the perceptible details to the client for all the regions visible from a given viewpoint.
@inproceedings{Royan2003, author = {Royan, J\'er\^ome and Bouville, Christian and Gioia, Patrick}, booktitle = {VMV}, title = {PBTree - A New Progressive and Hierarchical Representation for Network-Based Navigation in Urban Environments}, year = {2003}, file = {Royan2003.pdf:Royan2003.pdf:PDF}, groups = {crossRefs}, keywords = {network, outdoor}, timestamp = {2020-01-07} }
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[Marvie2003b] Remote interactive walkthrough of city models using procedural geometryMarvie, Jean-Eudes, Perret, Julien, and Bouatouch, Kadi2003
@article{Marvie2003b, author = {Marvie, Jean-Eudes and Perret, Julien and Bouatouch, Kadi}, title = {Remote interactive walkthrough of city models using procedural geometry}, year = {2003}, groups = {crossRefs, pdf}, keywords = {web3D}, owner = {tom}, timestamp = {2020-01-31} }
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[Marvie2003a] Remote Interactive Walkthrough of City Models.Marvie, Jean-Eudes, Perret, Julien, and Bouatouch, KadiIn Pacific Conference on Computer Graphics and Applications 2003
@inproceedings{Marvie2003a, author = {Marvie, Jean-Eudes and Perret, Julien and Bouatouch, Kadi}, booktitle = {Pacific Conference on Computer Graphics and Applications}, title = {Remote Interactive Walkthrough of City Models.}, year = {2003}, pages = {389--393}, groups = {crossRefs, pdf}, keywords = {web3D}, owner = {tom}, timestamp = {2020-01-31} }
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[Lefebvre2003] Automatic cell-and-portal decompositionLefebvre, Sylvain, and Hornus, Samuel2003
@phdthesis{Lefebvre2003, author = {Lefebvre, Sylvain and Hornus, Samuel}, school = {INRIA}, title = {Automatic cell-and-portal decomposition}, year = {2003}, file = {Lefebvre2003.pdf:Lefebvre2003.pdf:PDF}, groups = {crossRefs}, keywords = {portal generation, PortalnCell}, timestamp = {2017-10-01} }
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[Haumont2003] Volumetric cell-and-portal generationHaumont, Denis, Debeir, Olivier, and Sillion, FrançoisIn Computer Graphics Forum 2003
We present an algorithm to generate a cell-and-portal decomposition of general indoor scenes. The method is an adaptation of the 3D watershed transform, computed on a distance-to-geometry sampled field. The watershed is processed using a flooding analogy in the distance field space. Flooding originates from local minima, each minimum producing a region. Portals are built as needed to avoid the merging of regions during their growth. As a result, the cell-and-portal decomposition is closely linked to the structure of the models. In a building, the algorithm finds all the rooms, doors and windows. To restrict the memory load, a hierarchical implementation of the algorithm is presented. We also explain how to handle possible model degeneracies -such as cracks, holes and interpenetrating geometries- using a pre-voxelisation step. The hierarchical algorithm, preceded when necessary by the pre-voxelisation, was tested on a large range of models. We show that it is able to deal with classical architectural models, as well as cave-like environments and large mixed indoor/outdoor scenes. Thanks to the in- termediate distance field representation, the algorithm can be used regardless of the way the model is represented: it deals with parametric curves, implicit surfaces, volumetric data and polygon soups in a unified way.
@inproceedings{Haumont2003, author = {Haumont, Denis and Debeir, Olivier and Sillion, Fran\c{c}ois}, booktitle = {Computer Graphics Forum}, title = {Volumetric cell-and-portal generation}, year = {2003}, number = {3}, organization = {Wiley Online Library}, pages = {303-312}, publisher = {Blackwell Publishers}, series = {EUROGRAPHICS Conference Proceedings}, volume = {22}, file = {Haumont2003.pdf:Haumont2003.pdf:PDF}, groups = {crossRefs, look into more}, keywords = {portal generation, voxel, PortalnCell}, owner = {tom}, timestamp = {2020-01-07}, url = {http://maverick.inria.fr/Publications/2003/HDS03} }
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[Duan2003] Compression of the layered depth imageDuan, Jiangang, and Li, JinIEEE Transactions on Image Processing 2003
A layered depth image (LDI) is a new popular repre- sentation and rendering method for objects with complex geome- tries. Similar to a two-dimensional (2-D) image, the LDI consists of an array of pixels. However, unlike the 2-D image, an LDI pixel has depth information, and there are multiple layers at a pixel loca- tion. In this paper, we develop a novel LDI compression algorithm that handles the multiple layers and the depth coding. The algo- rithm records the number of LDI layers at each pixel location, and compresses LDI color and depth components separately. For LDI layer with sparse pixels, the data is aggregated and then encoded. An empirical rate-distortion model is used to optimally allocate bits among different components. Compared with the benchmark compression tools such as JPEG-2000 and MPEG-4, our scheme improves the compression performance significantly,
@article{Duan2003, author = {Duan, Jiangang and Li, Jin}, journal = {IEEE Transactions on Image Processing}, title = {Compression of the layered depth image}, year = {2003}, number = {3}, pages = {365--372}, volume = {12}, file = {Duan2003.pdf:Duan2003.pdf:PDF}, groups = {crossRefs, readed}, keywords = {LDI, Data compression, layered depth image (LDI), virtual reality, wavelet}, owner = {tom}, publisher = {IEEE}, timestamp = {2020-01-28} }
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[Decoret2003] Billboard clouds for extreme model simplificationDécoret, Xavier, Durand, Frédo, Sillion, François X, and Dorsey, Julie2003
We introduce billboard clouds â a new approach for extreme simplification in the context of real-time rendering. 3D models are sim- plified onto a set of planes with texture and transparency maps. We present an optimization approach to build a billboard cloud given a geometric error threshold. After computing an appropriate density function in plane space, a greedy approach is used to select suitable representative planes. A good surface approximation is ensured by favoring planes that are ânearly tangentâ to the model. This method does not require connectivity information, but instead avoids cracks by projecting primitives onto multiple planes when needed. For extreme simplification, our approach combines the strengths of mesh decimation and image-based impostors. We demonstrate our technique on a large class of models, including smooth manifolds and composite objects.
@incollection{Decoret2003, author = {D{\'e}coret, Xavier and Durand, Fr{\'e}do and Sillion, Fran{\c{c}}ois X and Dorsey, Julie}, booktitle = {ACM SIGGRAPH 2003 Papers}, title = {Billboard clouds for extreme model simplification}, year = {2003}, pages = {689--696}, file = {Decoret2003.pdf:Decoret2003.pdf:PDF}, groups = {crossRefs, look into more}, keywords = {Billboard clouds,Billboard, model simplification, LOD, image-based rendering, error-driven simplification, real-time rendering}, owner = {tom}, timestamp = {2020-02-29} }
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[Correa2003] Visibility-based prefetching for interactive out-of-core renderingCorrĂȘa, Wagner Toledo, Klosowski, James T, and Silva, ClĂĄudio TIEEE Symposium on Parallel and Large-Data Visualization and Graphics, 2003. PVG 2003. 2003
@article{Correa2003, author = {Corr\^ea, Wagner Toledo and Klosowski, James T and Silva, Cl\'audio T}, journal = {IEEE Symposium on Parallel and Large-Data Visualization and Graphics, 2003. PVG 2003.}, title = {Visibility-based prefetching for interactive out-of-core rendering}, year = {2003}, pages = {1-8}, file = {Correa2003.pdf:Correa2003.pdf:PDF}, groups = {crossRefs, OCRed, abstract, unsuitable, readed}, keywords = {pvs-Point} }
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[Cohen-Or2003] A survey of visibility for walkthrough applicationsCohen-Or, Daniel, Chrysanthou, Yiorgos L, Silva, Claudio T., and Durand, FrédoIEEE Transactions on Visualization and Computer Graphics 2003
Visibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey we review the fundamental issues in visibility and conduct an overview of the visibility culling techniques developed in the last decade. The taxonomy we use makes the distinction between point-based and from-region methods. Point-based methods are further subdivided into object- and image-precision techniques, while from-region approaches can take advantage of the cell-and-portal structure of architectural environments, or handle generic scenes.
@article{Cohen-Or2003, author = {Cohen-Or, Daniel and Chrysanthou, Yiorgos L and Silva, Claudio T. and Durand, Fr\'edo}, journal = {IEEE Transactions on Visualization and Computer Graphics}, title = {A survey of visibility for walkthrough applications}, year = {2003}, number = {3}, pages = {412-431}, volume = {9}, file = {Cohen-Or2003.pdf:Cohen-Or2003.pdf:PDF}, groups = {crossRefs, readed}, keywords = {Survey, PortalnCell, pvs-Point, Visibility, pvs-region, Architectural}, owner = {tom}, publisher = {IEEE}, timestamp = {2020-02-20} }
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[Cignoni2003a] BDAMâBatched Dynamic Adaptive Meshes for high performance terrain visualizationCignoni, Paolo, Ganovelli, Fabio, Gobbetti, Enrico, Marton, Fabio, Ponchio, Federico, and Scopigno, RobertoIn Computer Graphics Forum 2003
@inproceedings{Cignoni2003a, author = {Cignoni, Paolo and Ganovelli, Fabio and Gobbetti, Enrico and Marton, Fabio and Ponchio, Federico and Scopigno, Roberto}, booktitle = {Computer Graphics Forum}, title = {BDAMâBatched Dynamic Adaptive Meshes for high performance terrain visualization}, year = {2003}, number = {3}, organization = {Wiley Online Library}, pages = {505--514}, volume = {22}, owner = {tom}, timestamp = {2020-02-01} }
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[Cignoni2003] External memory management and simplification of huge meshesCignoni, Paolo, Montani, Claudio, Rocchini, Claudio, and Scopigno, RobertoIEEE Transactions on Visualization and Computer Graphics 2003
Very large triangle meshes, i.e. meshes composed of millions of faces, are becoming common in many applications. Obviously, processing, rendering, transmission and archival of these meshes are not simple tasks. Mesh sim- plification and LOD management are a rather mature technology that in many cases can efficiently manage complex data. But only few available systems can manage meshes characterized by a huge size: RAM size is often a severe bottleneck. In this paper we present a data structure called Octree- based External Memory Mesh (OEMM ). It supports external memory management of complex meshes, loading dynamically in main memory only the selected sections and preserving data consistency during local updates. The functionalities implemented on this data structure (simplifica- tion, detail preservation, mesh editing, visualization and inspection) can be applied to huge triangles meshes on low- cost PC platforms. The time overhead due to the external memory management is affordable. Results of the test of our system on complex meshes are presented.
@article{Cignoni2003, author = {Cignoni, Paolo and Montani, Claudio and Rocchini, Claudio and Scopigno, Roberto}, journal = {IEEE Transactions on Visualization and Computer Graphics}, title = {External memory management and simplification of huge meshes}, year = {2003}, number = {4}, pages = {525-537}, volume = {9}, file = {Cignoni2003.pdf:Cignoni2003.pdf:PDF}, groups = {crossRefs, readed}, keywords = {Out-Of-Core Algorithms, Hierarchical Data Structures, Mesh Simplification, Level of Detail, 3D Scanning, Texture Synthesis, LOD, models, octree}, publisher = {IEEE}, timestamp = {2020-02-20} }
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[Kersting2002] Interactive 3D Visualization of Vector Data in GISKersting, Oliver, and D\ollner, J\urgenIn Proceedings of the 10th ACM International Symposium on Advances in Geographic Information Systems 2002
Vector data represents one major category of data managed by GIS. This paper presents a new technique for vector-data display that is able to precisely and efficiently map vector data on 3D objects such as digital terrain models. The technique allows the system to adapt the visual mapping to the context and user needs and enables users to interactively modify vector data through the visual representation. It represents a basic mechanism for GIS interface technology and facilitates the development of visual analysis and exploration tools.
@inproceedings{Kersting2002, author = {Kersting, Oliver and D\ollner, J\urgen}, booktitle = {Proceedings of the 10th ACM International Symposium on Advances in Geographic Information Systems}, title = {Interactive 3D Visualization of Vector Data in GIS}, year = {2002}, address = {New York, NY, USA}, pages = {107-112}, publisher = {ACM}, series = {GIS '02}, doi = {10.1145/585147.585170}, file = {Kersting2002.pdf:Kersting2002.pdf:PDF}, groups = {crossRefs}, isbn = {1-58113-591-2}, keywords = {outdoor, models}, location = {McLean, Virginia, USA}, url = {http://doi.acm.org/10.1145/585147.585170} }
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[Decoret2002] Billboard cloudsDécoret, Xavier, Durand, Frédo, Sillion, Francois X, and Dorsey, Julie2002
We introduce billboard clouds â a new approach for extreme simplification. Models are simplified onto a set of planes with texture and transparency maps. We present an optimization ap- proach to build a billboard cloud given a geometric error threshold. After computing an appropriate density function in plane space, a greedy approach is used to select suitable representative planes. A very good surface approximation is ensured by favoring planes that are ânearly tangentâ to the model. This method does not require connectivity information, but still avoids cracks by projecting primitives onto multiple planes when needed. The technique is quite flexible through the appropri- ate choice of error metrics, which can include image-space or object-space deformation, as well as any application-dependent objective function. It is fully automatic and controlled by two intuitive user-supplied parameters. For extreme simplification, our approach combines the strengths of mesh decimation and image-based impostors. We demonstrate our technique on a large class of models, including smooth manifolds and composite objects, as well as entire scenes containing buildings and vegetation.
@article{Decoret2002, author = {D{\'e}coret, Xavier and Durand, Fr{\'e}do and Sillion, Francois X and Dorsey, Julie}, title = {Billboard clouds}, year = {2002}, comment = {may be useful}, file = {Decoret2002.pdf:Decoret2002.pdf:PDF}, groups = {crossRefs, readed}, keywords = {geometric simplification, image-based model, error-driven simplification, computer games, accelerated rendering, Billboard clouds}, owner = {tom}, timestamp = {2021-01-27} }
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[Correa2002] iWalk: Interactive out-of-core rendering of large modelsCorrĂȘa, Wagner T, Klosowski, James T, and Silva, ClĂĄudio TTechnical Report TR-653-02 2002
We present iWalk, a system for interactive out-of-core rendering of large models on an inexpensive PC. The system uses a new out- of-core preprocessing algorithm and a new multi-threaded out-of- core rendering approach. The out-of-core preprocessing algorithm is incremental and fast, and it builds an on-disk hierarchical rep- resentation for a model larger than main memory. The out-of-core rendering approach uses multiple threads to overlap rendering, vis- ibility computation, and disk operations. A rendering thread uses a from-point visibility algorithm to find the nodes of the model hi- erarchy that the user sees, and sends fetch requests to a geometry cache, which reads nodes from disk into memory. To avoid bursts of disk operations, a look-ahead thread guesses the nodes that the user may see next, and sends prefetch requests to the geometry cache. The system can run in approximate mode for interactive rendering, or in conservative mode for rendering with guaranteed accuracy. On a commodity PC, iWalk can preprocess a 13-million-polygon model in 17 minutes, and then render it in approximate mode with 98% accuracy at 9 frames per second. Thus, iWalk allows us to use an inexpensive PC to visualize models that would typically require expensive high-end graphics workstations or parallel machines.
@article{Correa2002, author = {Corr\^ea, Wagner T and Klosowski, James T and Silva, Cl\'audio T}, journal = {Technical Report TR-653-02}, title = {iWalk: Interactive out-of-core rendering of large models}, year = {2002}, file = {Correa2002.pdf:Correa2002.pdf:PDF}, groups = {crossRefs, unsuitable, readed}, keywords = {models, out-of-core, preprocessing-PVS, pvs-Point, octree}, publisher = {Princeton University}, timestamp = {2020-02-29} }
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[1558608389] Level of Detail for 3D Graphics (The Morgan Kaufmann Series in Computer Graphics)Luebke, David, Reddy, Martin, Cohen, Jonathan D., Varshney, Amitabh, Watson, Benjamin, and Huebner, Robert2002
@book{1558608389, author = {Luebke, David and Reddy, Martin and Cohen, Jonathan D. and Varshney, Amitabh and Watson, Benjamin and Huebner, Robert}, publisher = {Morgan Kaufmann}, title = {Level of Detail for 3D Graphics (The Morgan Kaufmann Series in Computer Graphics)}, year = {2002}, isbn = {1-55860-838-9}, groups = {crossRefs, pdf}, owner = {tom}, timestamp = {2020-01-11}, url = {http://lodbook.com/} }
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[Wonka2001] Instant visibilityWonka, Peter, Wimmer, Michael, and Sillion, François XIn Computer Graphics Forum 2001
@inproceedings{Wonka2001, author = {Wonka, Peter and Wimmer, Michael and Sillion, Fran{\c{c}}ois X}, booktitle = {Computer Graphics Forum}, title = {Instant visibility}, year = {2001}, number = {3}, organization = {Wiley Online Library}, pages = {411--421}, volume = {20}, owner = {tom}, timestamp = {2020-01-28} }
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[Wimmer2001] Point-based impostors for real-time visualizationWimmer, Michael, Wonka, Peter, and Sillion, François2001
@incollection{Wimmer2001, author = {Wimmer, Michael and Wonka, Peter and Sillion, Fran{\c{c}}ois}, booktitle = {Rendering Techniques 2001}, publisher = {Springer}, title = {Point-based impostors for real-time visualization}, year = {2001}, pages = {163--176}, owner = {tom}, timestamp = {2020-01-28} }
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[Koltun2001] Hardware-accelerated from-region visibility using a dual ray spaceKoltun, Vladlen, Chrysanthou, Yiorgos, and Cohen-Or, Daniel2001
@incollection{Koltun2001, author = {Koltun, Vladlen and Chrysanthou, Yiorgos and Cohen-Or, Daniel}, booktitle = {Rendering Techniques 2001}, publisher = {Springer}, title = {Hardware-accelerated from-region visibility using a dual ray space}, year = {2001}, pages = {205--215}, owner = {tom}, timestamp = {2020-01-26} }
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[Deshpande2001] Scalable streaming of JPEG2000 images using hypertext transfer protocolDeshpande, Sachin, and Zeng, WenjunIn Proceedings of the ninth ACM international conference on Multimedia 2001
@inproceedings{Deshpande2001, author = {Deshpande, Sachin and Zeng, Wenjun}, booktitle = {Proceedings of the ninth ACM international conference on Multimedia}, title = {Scalable streaming of JPEG2000 images using hypertext transfer protocol}, year = {2001}, pages = {372--381}, owner = {tom}, timestamp = {2020-02-01} }
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[Wonka2000] Visibility preprocessing with occluder fusion for urban walkthroughsWonka, Peter, Wimmer, Michael, and Schmalstieg, Dieter2000
@incollection{Wonka2000, author = {Wonka, Peter and Wimmer, Michael and Schmalstieg, Dieter}, booktitle = {Rendering Techniques 2000}, publisher = {Springer}, title = {Visibility preprocessing with occluder fusion for urban walkthroughs}, year = {2000}, pages = {71--82}, groups = {crossRefs, pdf}, keywords = {web3D}, owner = {tom}, timestamp = {2020-01-26} }
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[Schaufler2000] Conservative volumetric visibility with occluder fusionSchaufler, Gernot, Dorsey, Julie, Decoret, Xavier, and Sillion, François XIn Proceedings of the 27th annual conference on Computer graphics and interactive techniques 2000
@inproceedings{Schaufler2000, author = {Schaufler, Gernot and Dorsey, Julie and Decoret, Xavier and Sillion, Fran{\c{c}}ois X}, booktitle = {Proceedings of the 27th annual conference on Computer graphics and interactive techniques}, title = {Conservative volumetric visibility with occluder fusion}, year = {2000}, pages = {229--238}, groups = {crossRefs, pdf}, keywords = {web3D}, owner = {tom}, timestamp = {2020-01-26} }
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[Koltun2000] Virtual occluders: An efficient intermediate pvs representationKoltun, Vladlen, Chrysanthou, Yiorgos, and Cohen-Or, Daniel2000
In this paper we introduce the notion of virtual occluders. Given a scene and a viewcell, a virtual occluder is a view-dependent (simple) convex ob- ject, which is guaranteed to be fully occluded from any given point within the viewcell and which serves as an effective occluder from the given viewcell. Vir- tual occluders are a compact intermediate representation of the aggregate occlu- sion for a given cell. The introduction of such view-dependent virtual occlud- ers enables applying an effective region-to-region or cell-to-cell culling technique and efficiently computing a potential visibility set (PVS) from a region/cell. We present a technique that synthesizes such virtual occluders by aggregating the vis- ibility of a set of individual occluders and we show the techniqueâs effectiveness.
@incollection{Koltun2000, author = {Koltun, Vladlen and Chrysanthou, Yiorgos and Cohen-Or, Daniel}, booktitle = {Rendering Techniques 2000}, publisher = {Springer}, title = {Virtual occluders: An efficient intermediate pvs representation}, year = {2000}, pages = {59--70}, file = {Koltun2000.pdf:Koltun2000.pdf:PDF}, groups = {crossRefs, PVS, readed, video}, keywords = {pvs-region, preprocessing-PVS}, owner = {tom}, timestamp = {2020-02-29} }
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[Durand2000] Conservative visibility preprocessing using extended projectionsDurand, Frédo, Drettakis, George, Thollot, Joëlle, and Puech, ClaudeIn Proceedings of the 27th annual conference on Computer graphics and interactive techniques 2000
Visualization of very complex scenes can be significantly acceler- ated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently computes potentially vis- ible geometry for volumetric viewing cells. We introduce novel extended projection operators, which permits efficient and conser- vative occlusion culling with respect to all viewpoints within a cell, and takes into account the combined occlusion effect of multiple occluders. We use extended projection of occluders onto a set of projection planes to create extended occlusion maps; we show how to efficiently test occludees against these occlusion maps to deter- mine occlusion with respect to the entire cell. We also present an improved projection operator for certain specific but important con- figurations. An important advantage of our approach is that we can re-project extended projections onto a series of projection planes (via an occlusion sweep), and accumulate occlusion information from multiple blockers. This new approach allows the creation of effective occlusion maps for previously hard-to-treat scenes such as leaves of trees in a forest. Graphics hardware is used to ac- celerate both the extended projection and reprojection operations. We present a complete implementation demonstrating significant speedup with respect to view-frustum culling only, without the computational overhead of on-line occlusion culling.
@inproceedings{Durand2000, author = {Durand, Fr{\'e}do and Drettakis, George and Thollot, Jo{\"e}lle and Puech, Claude}, booktitle = {Proceedings of the 27th annual conference on Computer graphics and interactive techniques}, title = {Conservative visibility preprocessing using extended projections}, year = {2000}, pages = {239--248}, groups = {crossRefs, pdf}, owner = {tom}, timestamp = {2020-01-26}, url = {https://hal.inria.fr/inria-00510055} }
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[Chai2000] Plenoptic samplingChai, Jin-Xiang, Tong, Xin, Chan, Shing-Chow, and Shum, Heung-YeungIn Proceedings of the 27th annual conference on Computer graphics and interactive techniques 2000
@inproceedings{Chai2000, author = {Chai, Jin-Xiang and Tong, Xin and Chan, Shing-Chow and Shum, Heung-Yeung}, booktitle = {Proceedings of the 27th annual conference on Computer graphics and interactive techniques}, title = {Plenoptic sampling}, year = {2000}, pages = {307--318}, owner = {tom}, timestamp = {2020-01-28} }
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[Oliveira1999] Image-based objectsOliveira, Manuel M, and Bishop, GaryIn Proceedings of the 1999 symposium on Interactive 3D graphics 1999
@inproceedings{Oliveira1999, author = {Oliveira, Manuel M and Bishop, Gary}, booktitle = {Proceedings of the 1999 symposium on Interactive 3D graphics}, title = {Image-based objects}, year = {1999}, pages = {191--198}, file = {Oliveira1999.pdf:Oliveira1999.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2020-01-22} }
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[Fielding1999] RFC2616: Hypertext Transfer ProtocolâHTTP/1.1Fielding, Roy, Gettys, Jim, Mogul, Jeffrey, Frystyk, Henrik, Masinter, Larry, Leach, Paul, and Berners-Lee, Tim1999
@misc{Fielding1999, author = {Fielding, Roy and Gettys, Jim and Mogul, Jeffrey and Frystyk, Henrik and Masinter, Larry and Leach, Paul and Berners-Lee, Tim}, title = {RFC2616: Hypertext Transfer Protocol--HTTP/1.1}, year = {1999}, owner = {tom}, publisher = {RFC Editor}, timestamp = {2020-02-01} }
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[Cho1999] Interactive ray tracing with the visibility complexCho, Franklin S, and Forsyth, DavidComputers & Graphics 1999
@article{Cho1999, author = {Cho, Franklin S and Forsyth, David}, journal = {Computers \& Graphics}, title = {Interactive ray tracing with the visibility complex}, year = {1999}, number = {5}, pages = {703--717}, volume = {23}, owner = {tom}, publisher = {Elsevier}, timestamp = {2020-01-26} }
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[Aliaga1999a] Automatic image placement to provide a guaranteed frame rateIn Proceedings of the 26th annual conference on Computer graphics and interactive techniques 1999
@inproceedings{Aliaga1999a, author = {}, booktitle = {Proceedings of the 26th annual conference on Computer graphics and interactive techniques}, title = {Automatic image placement to provide a guaranteed frame rate}, year = {1999}, pages = {307--316}, owner = {tom}, timestamp = {2020-01-28} }
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[Schaufler1998] Per-object image warping with layered impostorsSchaufler, Gernot1998
@incollection{Schaufler1998, author = {Schaufler, Gernot}, booktitle = {Rendering Techniquesâ 98}, publisher = {Springer}, title = {Per-object image warping with layered impostors}, year = {1998}, pages = {145--156}, owner = {tom}, timestamp = {2020-01-28} }
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[Meyer1998] Interactive volumetric texturesMeyer, Alexandre, and Neyret, Fabrice1998
@incollection{Meyer1998, author = {Meyer, Alexandre and Neyret, Fabrice}, booktitle = {Rendering Techniquesâ 98}, publisher = {Springer}, title = {Interactive volumetric textures}, year = {1998}, pages = {157--168}, owner = {tom}, timestamp = {2020-01-28} }
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[Meneveaux1998] A new partitioning method for architectural environmentsMeneveaux, Daniel, Bouatouch, Kadi, Maisel, Eric, and Delmont, RomualdThe Journal of Visualization and Computer Animation 1998
@article{Meneveaux1998, author = {Meneveaux, Daniel and Bouatouch, Kadi and Maisel, Eric and Delmont, Romuald}, journal = {The Journal of Visualization and Computer Animation}, title = {A new partitioning method for architectural environments}, year = {1998}, number = {4}, pages = {195--213}, volume = {9}, groups = {crossRefs, pdf}, keywords = {web3D}, owner = {tom}, publisher = {Wiley Online Library}, timestamp = {2020-01-26} }
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[Lischinski1998] Image-Based Rendering for Non-Diffuse Synthetic ScenesLischinski, Dani, and Rappoport, AriIn Jan 1998
Most current image-based rendering methods operate under the assumption that all of the visible surfaces in the scene are opaque ideal diffuse (Lambertian) reflectors. This paper is concerned with image-based rendering of non-diffuse synthetic scenes. We introduce a new family of image-based scene representations and describe corresponding image-based rendering algorithms that are capable of handling general synthetic scenes containing not only diffuse re- flectors, but also specular and glossy objects. Our image-based representation is based on layered depth images. It represents simultaneously and separately both view-independent scene informa- tion and view-dependent appearance information. The view-dependent information may be either extracted directly from our data-structures, or evaluated procedurally using an image-based ana- logue of ray tracing. We describe image-based rendering algorithms that recombine the two components together in a manner that produces a good approximation to the correct image from any viewing position. In addition to extending image-based rendering to non-diffuse synthetic scenes, our paper has an important methodological contribution: it places image-based render- ing, light field rendering, and volume graphics in a common framework of discrete raster-based scene representations.
@inproceedings{Lischinski1998, author = {Lischinski, Dani and Rappoport, Ari}, title = {Image-Based Rendering for Non-Diffuse Synthetic Scenes}, year = {1998}, month = jan, pages = {301-314}, doi = {10.1007/978-3-7091-6453-2_28}, file = {Lischinski1998.pdf:Lischinski1998.pdf:PDF}, groups = {crossRefs}, journal = {Eurographics Workshop on Rendering 1998}, keywords = {LDI}, owner = {tom}, timestamp = {2020-02-13} }
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[Hoppe1998] Efficient Implementation of Progressive MeshesHoppe, Hugues1998
In earlier work, we introduced the progressive mesh (PM) representation, a new format for storing and transmitting arbitrary triangle meshes. For a given mesh, the PM representation defines a continuous sequence of level-of-detail approximations, allows smooth visual transitions (geomorphs) between these approximations, supports progressive transmission, and makes an effective compression scheme. In this paper, we present data structures and algorithms for efficient implementation of the PM representation and its applications. Also, we report quantitative results using a variety of computer graphics models.
@techreport{Hoppe1998, author = {Hoppe, Hugues}, title = {Efficient Implementation of Progressive Meshes}, year = {1998}, file = {Hoppe1998.pdf:Hoppe1998.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2021-01-27} }
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[Ebbesmeyer1998] Textured virtual walls achieving interactive frame rates during walkthroughs of complex indoor environmentsEbbesmeyer, PeterIn 1998
@inproceedings{Ebbesmeyer1998, author = {Ebbesmeyer, Peter}, title = {Textured virtual walls achieving interactive frame rates during walkthroughs of complex indoor environments}, year = {1998}, pages = {Ebbesmeyer, P. (n.d.). Textured virtual walls achieving interactive frame rates during walkthroughs of complex indoor environments. Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180). doi:10.1109/vrais.1998.658499}, doi = {10.1109/vrais.1998.658499}, file = {Ebbesmeyer1998.pdf:Ebbesmeyer1998.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2020-01-16} }
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[Darsa1998] Walkthroughs of complex environments using image-based simplificationLucia Darsa, Amitabh VarshneyComputers & Graphics 1998
We present an image-based technique to accelerate the navigation in complex static environments. We perform an image-space simplification of each sample of the scene taken at a particular viewpoint and dynamically combine these simplified samples to produce images for arbitrary viewpoints. Since the scene is converted into a bounded complexity representation in the image space, with the base images rendered beforehand, the rendering speed is relatively insensitive to the complexity of the scene. The proposed method correctly simulates the kinetic depth effect (parallax), occlusion, and can resolve the missing visibility information. This paper describes a suitable representation for the samples, a specific technique for simplifying them, and different morphing methods for combining the sample information to reconstruct the scene. We use hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the view-dependent warping function.
@article{Darsa1998, author = {Lucia Darsa, Bruno Costa, Amitabh Varshney}, title = {Walkthroughs of complex environments using image-based simplification}, journal = {Computers \& Graphics}, year = {1998}, volume = {22}, number = {1}, pages = {55--69}, comment = {may be unsuitable as it only focus on virtual environments}, crossref = {}, file = {Darsa1998.pdf:Darsa1998.pdf:PDF}, groups = {[tom:]}, keywords = {read, missing-refs, image-based rendering, image morphing, virtual walkthroughs, visibility, image compositing, image based, cgi}, owner = {tom}, publisher = {Elsevier}, timestamp = {2021-01-27} }
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[Sillion1997a] Efficient impostor manipulation for real-time visualization of urban scenerySillion, François, Drettakis, George, and Bodelet, BenoitIn Computer Graphics Forum 1997
@inproceedings{Sillion1997a, author = {Sillion, Fran{\c{c}}ois and Drettakis, George and Bodelet, Benoit}, booktitle = {Computer Graphics Forum}, title = {Efficient impostor manipulation for real-time visualization of urban scenery}, year = {1997}, number = {3}, organization = {Wiley Online Library}, pages = {C207--C218}, volume = {16}, owner = {tom}, timestamp = {2020-01-28} }
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[Sillion1997] Efficient Impostor Manipulation for Real-Time Visualization of Urban ScenerySillion, François, Drettakis, George, and Bodelet, BenoitIn Computer Graphics Forum 1997
Urban environments present unique challenges to interactive visualization systems, because of the huge complexity of the geometrical data and the widely varying visibility conditions. This paper introduces a new framework for real-time visualisation of such urban scenes. The central concept is that of a dynamic segmentation of the dataset, into a local three-dimensional model and a set of impostors used to represent distant scenery. A segmentation model is presented, based on inherent urban structure. A new impostor structure is introduced, derived from the level- of-detail approach. Impostors combine three-dimensional geometry to correctly model large depth discontinuities and parallax, and textures to rapidly display visual detail. We present the algorithms necessary for the creation of accurate and efficient three-dimensional impostors. The implementation of our algorithms allows interactive navigation in complex urban databases, as required by many applications.
@inproceedings{Sillion1997, author = {Sillion, Fran\c{c}ois and Drettakis, George and Bodelet, Benoit}, booktitle = {Computer Graphics Forum}, title = {Efficient Impostor Manipulation for Real-Time Visualization of Urban Scenery}, year = {1997}, number = {3}, organization = {Wiley Online Library}, volume = {16}, file = {Sillion1997.pdf:Sillion1997.pdf:PDF}, groups = {crossRefs, readed}, keywords = {Visualization of large datasets, Image-based rendering, Image caching, Impostors, Urban scenes, TDM}, timestamp = {2020-01-10} }
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[Puppo1997] Simplification, LOD and multiresolution: Principles and applicationsPuppo, Enrico, and Scopigno, RobertoIn 1997
@inproceedings{Puppo1997, author = {Puppo, Enrico and Scopigno, Roberto}, title = {Simplification, LOD and multiresolution: Principles and applications}, year = {1997}, organization = {Eurographics}, owner = {tom}, timestamp = {2020-01-28} }
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[McMillan1997] An Image-Based Approach to Three-Dimensional Computer GraphicsMcMillan, Leonard1997
@phdthesis{McMillan1997, author = {McMillan, Leonard}, title = {An Image-Based Approach to Three-Dimensional Computer Graphics}, year = {1997}, file = {McMillan1997.pdf:McMillan1997.pdf:PDF}, groups = {crossRefs}, keywords = {IBR}, owner = {tom}, timestamp = {2020-01-26} }
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[Mark1997a] Post-rendering 3D warpingMark, William R, McMillan, Leonard, and Bishop, GaryIn Proceedings of the 1997 symposium on Interactive 3D graphics 1997
@inproceedings{Mark1997a, author = {Mark, William R and McMillan, Leonard and Bishop, Gary}, booktitle = {Proceedings of the 1997 symposium on Interactive 3D graphics}, title = {Post-rendering 3D warping}, year = {1997}, pages = {7--ff}, owner = {tom}, timestamp = {2020-01-28} }
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[Mark1997] Post-Rendering 3D WarpingWilliam R. Mark, Gary Bishop1997
@article{Mark1997, author = {William R. Mark, Leonard McMillan, Gary Bishop}, title = {Post-Rendering 3D Warping}, year = {1997}, file = {Mark1997.pdf:Mark1997.pdf:PDF}, groups = {crossRefs, pdf}, keywords = {IBR}, owner = {tom}, timestamp = {2020-01-26} }
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[Hoppe1997] View-Dependent Refinement of Progressive MeshesHoppe, HuguesIn 1997
Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for view-independent LOD. In this paper, we introduce a framework for selectively refining an arbitrary progressive mesh according to changing view parameters. We define efficient refinement criteria based on the view frustum, surface orientation, and screen-space geometric error, and develop a real-time algorithm for incrementally refining and coarsening the mesh according to these criteria. The algorithm exploits view coherence, supports frame rate regulation, and is found to require less than 15 % of total frame time on a graphics workstation. Moreover, for continuous motions this work can be amortized over consecutive frames. In addition, smooth visual transitions (geomorphs) can be constructed between any two selectively refined meshes. A number of previous schemes create view-dependent LOD meshes for height fields (e.g. terrains) and parametric surfaces (e.g. NURBS). Our framework also performs well for these special cases. Notably, the absence of a rigid subdivision structure allows more accurate approximations than with existing schemes. We include results for these cases as well as for general meshes.
@inproceedings{Hoppe1997, author = {Hoppe, Hugues}, title = {View-Dependent Refinement of Progressive Meshes}, year = {1997}, file = {Hoppe1997.pdf:Hoppe1997.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2020-01-26} }
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[Gortler1997] Rendering Layered Depth ImagesSteven J. Gortler, Michael F. Cohen1997
@techreport{Gortler1997, author = {Steven J. Gortler, Li-wei He, Michael F. Cohen}, title = {Rendering Layered Depth Images}, year = {1997}, comment = {pdf is damage unable to copy and paste :(}, file = {Gortler1997.pdf:Gortler1997.pdf:PDF}, groups = {crossRefs, readed, abstract}, keywords = {LDI}, owner = {tom}, timestamp = {2021-01-27} }
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[Darsa1997] Navigating static environments using image-space simplification and morphingDarsa, Lucia, Costa Silva, Bruno, and Varshney, AmitabhIn Proceedings of the 1997 symposium on Interactive 3D graphics 1997
@inproceedings{Darsa1997, author = {Darsa, Lucia and Costa Silva, Bruno and Varshney, Amitabh}, booktitle = {Proceedings of the 1997 symposium on Interactive 3D graphics}, title = {Navigating static environments using image-space simplification and morphing}, year = {1997}, pages = {25--ff}, owner = {tom}, timestamp = {2020-01-28} }
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[Coorg1997] Real-Time Occlusion Culling for Models with Large OccludersCoorg, Satyan, and Teller, SethIn 1997
Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important problem in computer graphics. Typically, visibility determination is performed using the z-buffer algorithm. As this algorithm must examine every triangle in the input scene, z-buffering can consume a signi cant fraction of graphics processing, especially on architectures that have alow performance or software z-buffer. One way to avoid needlessly processing invisible portions of the scene is to use an occlusion culling algorithm to discard invisible polygons early in the graphics pipeline. In this paper, we exploit the presence of large occluders in urban and architectural models to design a real-time occlusion culling algorithm. Our algorithm has the following features: it is conservative, i.e., it overestimates the set of visible polygons; it exploits spatial coherence by using a hierarchical data structure; and it exploits temporal coherence by reusing visibility information computed for previous viewpoints. The new algorithm significantly accelerates rendering of several complex test models.
@inproceedings{Coorg1997, author = {Coorg, Satyan and Teller, Seth}, title = {Real-Time Occlusion Culling for Models with Large Occluders}, year = {1997}, file = {Coorg1997.pdf:Coorg1997.pdf:PDF}, groups = {crossRefs, unsuitable, readed}, keywords = {kd-tree, Architectural}, owner = {tom}, timestamp = {2020-01-26} }
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[Carey1997] Annotated VRML 2.0 Reference Manual, TheCarey, Rikk1997
The Annotated VRML 2.0 Reference Manual is ideal for Web authors and implementers who are interested in creating dynamic, interactive, 3D Web pages and virtual worlds. This is the definitive guide to the VRML 2.0 specification, written by two of its creators. VRML, or Virtual Reality Modeling Language, is a 3D analog to HTML. Both VRML and HTML are easy-to-use multi-platform languages for creating Web pages and virtual worlds. VRML also provides a method of interchanging 3D files, as well as the technology that integrates 3D, 2D, text and multimedia applications.
@book{Carey1997, author = {Carey, Rikk}, publisher = {Addison-Wesley Professional}, title = {Annotated VRML 2.0 Reference Manual, The}, year = {1997}, isbn = {0201419742}, keywords = {VRML97}, owner = {tom}, timestamp = {2020-01-26}, url = {https://www.amazon.com/Annotated-VRML-2-0-Reference-Manual/dp/0201419742?SubscriptionId=AKIAIOBINVZYXZQZ2U3A&tag=chimbori05-20&linkCode=xm2&camp=2025&creative=165953&creativeASIN=0201419742} }
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[Shade1996] Hierarchical image caching for accelerated walkthroughs of complex environmentsShade, Jonathan, Lischinski, Dani, Salesin, David H, DeRose, Tony, and Snyder, JohnIn Proceedings of the 23rd annual conference on Computer graphics and interactive techniques 1996
We present a new method that utilizes path coherence to accelerate walkthroughs of geometrically complex static scenes. As a prepro- cessing step, our method constructs a BSP-tree that hierarchically partitions the geometric primitives in the scene. In the course of a walkthrough, images of nodes at various levels of the hierarchy are cached for reuse in subsequent frames. A cached image is reused by texture-mapping it onto a single quadrilateral that is drawn in- stead of the geometry contained in the corresponding node. Visual artifacts are kept under control by using an error metric that quan- tifies the discrepancy between the appearance of the geometry con- tained in a node and the cached image. The new method is shown to achieve speedups of an order of magnitude for walkthroughs of a complex outdoor scene, with little or no loss in rendering quality.
@inproceedings{Shade1996, author = {Shade, Jonathan and Lischinski, Dani and Salesin, David H and DeRose, Tony and Snyder, John}, booktitle = {Proceedings of the 23rd annual conference on Computer graphics and interactive techniques}, title = {Hierarchical image caching for accelerated walkthroughs of complex environments}, year = {1996}, organization = {ACM}, pages = {75-82}, file = {Shade1996.pdf:Shade1996.pdf:PDF}, groups = {crossRefs}, keywords = {Impostor,BSP-tree, image-based rendering, level-of-detail (LOD), path coherence, spatial hierarchy, texture mapping.}, timestamp = {2020-01-08} }
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[Schaufler1996a] A three dimensional image cache for virtual realitySchaufler, Gernot, and StĂŒrzlinger, WolfgangIn Computer Graphics Forum 1996
@inproceedings{Schaufler1996a, author = {Schaufler, Gernot and St{\"u}rzlinger, Wolfgang}, booktitle = {Computer Graphics Forum}, title = {A three dimensional image cache for virtual reality}, year = {1996}, number = {3}, organization = {Wiley Online Library}, pages = {227--235}, volume = {15}, owner = {tom}, timestamp = {2020-01-28} }
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[Schaufler1996] A three dimensional image cache for virtual realitySchaufler, Gernot, and StĂŒrzlinger, WolfgangIn Computer Graphics Forum 1996
@inproceedings{Schaufler1996, author = {Schaufler, Gernot and St{\"u}rzlinger, Wolfgang}, booktitle = {Computer Graphics Forum}, title = {A three dimensional image cache for virtual reality}, year = {1996}, number = {3}, organization = {Wiley Online Library}, pages = {227--235}, volume = {15}, file = {Schaufler1996.pdf:Schaufler1996.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2020-01-26} }
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[Orti1996] Radiosity for dynamic scenes in flatland with the visibility complexOrti, Rachel, Riviere, Stephane, Durand, Frédo, and Puech, ClaudeIn Computer Graphics Forum 1996
@inproceedings{Orti1996, author = {Orti, Rachel and Riviere, Stephane and Durand, Fr{\'e}do and Puech, Claude}, booktitle = {Computer Graphics Forum}, title = {Radiosity for dynamic scenes in flatland with the visibility complex}, year = {1996}, number = {3}, organization = {Wiley Online Library}, pages = {237--248}, volume = {15}, owner = {tom}, timestamp = {2020-01-26} }
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[Levoy1996a] Light field renderingLevoy, Marc, and Hanrahan, PatIn Proceedings of the 23rd annual conference on Computer graphics and interactive techniques 1996
@inproceedings{Levoy1996a, author = {Levoy, Marc and Hanrahan, Pat}, booktitle = {Proceedings of the 23rd annual conference on Computer graphics and interactive techniques}, title = {Light field rendering}, year = {1996}, pages = {31--42}, owner = {tom}, timestamp = {2020-01-28} }
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[Hoppe1996] Progressive MeshesHoppe, HuguesIn 1996
Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance, transmission bandwidth, and storage capacities. This paper introduces the progressive mesh (PM) representation, a new scheme for storing and transmitting arbitrary triangle meshes. This efficient, lossless, continuous-resolution representation addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement. In addition, we present a new mesh simplification procedure for constructing a PM representation from an arbitrary mesh. The goal of this optimization procedure is to preserve not just the geometry of the original mesh, but more importantly its overall appearance as defined by its discrete and scalar appearance attributes such as material identifiers, color values, normals, and texture coordinates. We demonstrate construction of the PM representation and its applications using several practical models.
@inproceedings{Hoppe1996, author = {Hoppe, Hugues}, title = {Progressive Meshes}, year = {1996}, file = {Hoppe1996.pdf:Hoppe1996.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2020-01-26} }
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[Funkhouser1996a] The UC Berkeley system for interactive visualization of large architectural modelsPresence: Teleoperators & Virtual Environments 1996
@article{Funkhouser1996a, author = {}, journal = {Presence: Teleoperators \& Virtual Environments}, title = {The UC Berkeley system for interactive visualization of large architectural models}, year = {1996}, number = {1}, pages = {13--44}, volume = {5}, file = {Funkhouser1996a.pdf:Funkhouser1996a.pdf:PDF}, groups = {crossRefs}, owner = {tom}, publisher = {MIT Press}, timestamp = {2020-01-26} }
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[Funkhouser1996] Database management for interactive display of large architectural modelsIn Graphics Interface 1996
@inproceedings{Funkhouser1996, author = {Funkhouser, Thomas A}, booktitle = {Graphics Interface}, title = {Database management for interactive display of large architectural models}, year = {1996}, pages = {1-8}, volume = {96}, file = {Funkhouser1996.pdf:Funkhouser1996.pdf:PDF}, groups = {crossRefs}, keywords = {models, portal, indoor, PortalnCell}, owner = {tom}, timestamp = {2020-01-26} }
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[Aliaga1996] Visualization of complex models using dynamic texture-based simplificationAliaga, Daniel G.In Proceedings of Seventh Annual IEEE Visualizationâ96 1996
We are investigating methods for simplifying complex models for interactive visualizations using texture-based representations. This paper presents a simplification method which dynamically âcachesâ distant geometry into textures and trades off accurate rendering of the distant geometry for performance. Smooth transitions and continuous borders are defined between the geometry and textures thus the representations can be switched without sudden jumps (as is the case with many current texturing techniques). All the computations for the transitions can be done a priori without the need to change the textures each frame thereafter.
@inproceedings{Aliaga1996, author = {Aliaga, Daniel G.}, booktitle = {Proceedings of Seventh Annual IEEE Visualization'96}, title = {Visualization of complex models using dynamic texture-based simplification}, year = {1996}, organization = {IEEE}, pages = {101--106}, file = {Aliaga1996.pdf:Aliaga1996.pdf:PDF}, groups = {crossRefs, readed, video}, keywords = {geometry, textures, morphing, visual complexity, space partitioning, simplification, visibility culling, interactive, Impostor, Trees, preprocessing-PVS}, owner = {tom}, timestamp = {2020-02-17} }
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[McMillan1995b] Shape as a Perturbation to Projective MappingMcMillan, Leonard, and Bishop, Gary1995
@article{McMillan1995b, author = {McMillan, Leonard and Bishop, Gary}, title = {Shape as a Perturbation to Projective Mapping}, year = {1995}, file = {McMillan1995b.pdf:McMillan1995b.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2020-01-26} }
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[McMillan1995a] Head-Tracked Stereo Display Using Image WarpingMcMillan, Leonard, and Bishop, Gary1995
@article{McMillan1995a, author = {McMillan, Leonard and Bishop, Gary}, title = {Head-Tracked Stereo Display Using Image Warping}, year = {1995}, doi = {10.1117/12.205865}, file = {McMillan1995a.pdf:McMillan1995a.pdf:PDF}, groups = {crossRefs}, keywords = {IBR}, owner = {tom}, timestamp = {2020-01-26} }
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[McMillan1995] Plenoptic modeling: An image-based rendering systemMcMillan, Leonard, and Bishop, GaryIn Proceedings of the 22nd annual conference on Computer graphics and interactive techniques 1995
@inproceedings{McMillan1995, author = {McMillan, Leonard and Bishop, Gary}, booktitle = {Proceedings of the 22nd annual conference on Computer graphics and interactive techniques}, title = {Plenoptic modeling: An image-based rendering system}, year = {1995}, organization = {Citeseer}, pages = {39--46}, file = {McMillan1995.pdf:McMillan1995.pdf:PDF}, groups = {crossRefs}, keywords = {IBR}, owner = {tom}, timestamp = {2020-01-26} }
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[Max1995a] Rendering trees from precomputed Z-buffer viewsMax, Nelson, and Ohsaki, Keiichi1995
@incollection{Max1995a, author = {Max, Nelson and Ohsaki, Keiichi}, booktitle = {Rendering Techniquesâ 95}, publisher = {Springer}, title = {Rendering trees from precomputed Z-buffer views}, year = {1995}, pages = {74--81}, owner = {tom}, timestamp = {2020-01-28} }
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[Maciel1995a] Visual navigation of large environments using textured clustersMaciel, Paulo WC, and Shirley, PeterIn Proceedings of the 1995 symposium on Interactive 3D graphics 1995
@inproceedings{Maciel1995a, author = {Maciel, Paulo WC and Shirley, Peter}, booktitle = {Proceedings of the 1995 symposium on Interactive 3D graphics}, title = {Visual navigation of large environments using textured clusters}, year = {1995}, pages = {95--ff}, owner = {tom}, timestamp = {2020-01-28} }
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[Maciel1995] Visual navigation of large environments using textured clustersMaciel, Paulo WC, and Shirley, PeterIn Proceedings of the 1995 symposium on Interactive 3D graphics 1995
@inproceedings{Maciel1995, author = {Maciel, Paulo WC and Shirley, Peter}, booktitle = {Proceedings of the 1995 symposium on Interactive 3D graphics}, title = {Visual navigation of large environments using textured clusters}, year = {1995}, organization = {ACM}, pages = {95--ff}, file = {Maciel1995.pdf:Maciel1995.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2020-01-26} }
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[Deering1995a] Geometry CompressionDeering, MichaelIn Proceedings of the 22Nd Annual Conference on Computer Graphics and Interactive Techniques 1995
@inproceedings{Deering1995a, author = {Deering, Michael}, booktitle = {Proceedings of the 22Nd Annual Conference on Computer Graphics and Interactive Techniques}, title = {Geometry Compression}, year = {1995}, address = {New York, NY, USA}, pages = {13--20}, publisher = {ACM}, series = {SIGGRAPH '95}, acmid = {218391}, doi = {10.1145/218380.218391}, file = {Deering1995a.pdf:Deering1995a.pdf:PDF}, groups = {crossRefs}, isbn = {0-89791-701-4}, keywords = {3D graphics hardware, compression, geometry compression, LOD}, numpages = {8}, owner = {tom}, timestamp = {2017-09-16}, url = {http://doi.acm.org/10.1145/218380.218391} }
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[Lacroute1994] Fast volume rendering using a shear-warp factorization of the viewing transformationLacroute, Philippe, and Levoy, MarcIn Proceedings of the 21st annual conference on Computer graphics and interactive techniques 1994
@inproceedings{Lacroute1994, author = {Lacroute, Philippe and Levoy, Marc}, booktitle = {Proceedings of the 21st annual conference on Computer graphics and interactive techniques}, title = {Fast volume rendering using a shear-warp factorization of the viewing transformation}, year = {1994}, pages = {451--458}, owner = {tom}, timestamp = {2020-01-28} }
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[Rossignac1993] Multi-resolution 3D approximations for rendering complex scenesRossignac, Jarek, and Borrel, PaulModeling in computer graphics: methods and applications 1993
@article{Rossignac1993, author = {Rossignac, Jarek and Borrel, Paul}, journal = {Modeling in computer graphics: methods and applications}, title = {Multi-resolution 3D approximations for rendering complex scenes}, year = {1993}, volume = {465}, comment = {need to OCRed}, file = {Rossignac1993.pdf:Rossignac1993.pdf:PDF}, groups = {crossRefs}, keywords = {models, LOD, simplification}, owner = {tom}, timestamp = {2021-01-27} }
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[Funkhouser1993] Database and Display Algorithms for Interactive Visualization of Architectural ModelsFunkhouser, Thomas A., and Sequin, Carlo H.1993
@phdthesis{Funkhouser1993, author = {Funkhouser, Thomas A. and Sequin, Carlo H.}, title = {Database and Display Algorithms for Interactive Visualization of Architectural Models}, year = {1993}, note = {AAI9430481}, file = {Funkhouser1993.pdf:Funkhouser1993.pdf:PDF}, groups = {crossRefs}, owner = {tom}, publisher = {University of California, Berkeley}, timestamp = {2020-01-26} }
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[Chen1993] View interpolation for image synthesisChen, Shenchang Eric, and Williams, LanceIn Proceedings of the 20th annual conference on Computer graphics and interactive techniques 1993
Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry this concept to its logical extreme by using interpolated images to portray three-dimensional scenes. The special-effects technique of morphing, which combines interpolation of texture maps and their shape, is applied to computing arbitrary intermediate frames from an array of prestored images. If the images are a structured set of views of a 3D object or scene, intermediate frames derived by morphing can be used to approximate intermediate 3D transformations of the object or scene. Using the view interpolation approach to synthesize 3D scenes has two main advantages. First, the 3D representation of the scene may be replaced with images. Second, the image synthesis time is independent of the scene complexity. The correspondence between images, required for the morphing method, can be predetermined automatically using the range data associated with the images. The method is further accelerated by a quadtree decomposition and a view-independent visible priority. Our experiments have shown that the morphing can be performed at interactive rates on todayâs high-end personal computers. Potential applications of the method include virtual holograms, a walkthrough in a virtual environment, image-based primitives and incremental rendering. The method also can be used to greatly accelerate the computation of motion blur and soft shadows cast by area light sources.
@inproceedings{Chen1993, author = {Chen, Shenchang Eric and Williams, Lance}, booktitle = {Proceedings of the 20th annual conference on Computer graphics and interactive techniques}, title = {View interpolation for image synthesis}, year = {1993}, organization = {ACM}, pages = {279--288}, file = {Chen1993.pdf:Chen1993.pdf:PDF}, groups = {crossRefs, readed}, keywords = {image morphing, interpolation, virtual reality, motion blur, shadow, incremental rendering, real-time display, virtual holography, motion compensation}, owner = {tom}, timestamp = {2020-01-24} }
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[Carlsson1993] DIVE A multi-user virtual reality systemCarlsson, Christer, and Hagsand, OlofIn Proceedings of IEEE Virtual Reality Annual International Symposium 1993
@inproceedings{Carlsson1993, author = {Carlsson, Christer and Hagsand, Olof}, booktitle = {Proceedings of IEEE Virtual Reality Annual International Symposium}, title = {DIVE A multi-user virtual reality system}, year = {1993}, organization = {IEEE}, pages = {394--400}, owner = {tom}, timestamp = {2020-02-01} }
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[Teller1992] Visibility Computation in Densely Occluded Polyhedral EnvironmentsTeller, Seth Jared1992
@phdthesis{Teller1992, author = {Teller, Seth Jared}, title = {Visibility Computation in Densely Occluded Polyhedral Environments}, year = {1992}, comment = {not OCRed, skiped parts}, file = {Teller1992.pdf:Teller1992.pdf:PDF}, groups = {crossRefs, OCRed, abstract, readed}, keywords = {portal, PortalnCell, preprocessing-PVS, 2D-PortalnCell, kd-tree, 3D-PortalnCell}, owner = {tom}, timestamp = {2021-01-27} }
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[Westover1991] SPLATTING: A Parallel, Feed-Forward Volume Rendering AlgorithmWestover, Lee Alan1991
Volume rendering is the generation of images from discrete samples of volume data. The volume data is sampled in at least three dimensions and comes in three basic classes: the rectilinear mesh-for example, a stack of computed tomography scans; the curvilinear mesh-for example, computational fluid dynamic data sets of the flow of air over an airplane wing; and the unstructured mesh-for example, a collection of ozone density readings at multiple elevations from a set of collection stations in the United States. Previous methods coerced the volumetric data into line and surface primitives that were viewed on conventional computer graphics displays. This coercion process has two fundamental flaws: viewers are never sure whether they are viewing a feature of the data or an artifact of the coercion process; and the insertion of a geometric modeling procedure into the middle of the display pipeline hampers interactive viewing. New direct rendering approaches that operate on the original data are replacing coercion approaches. These new methods, which avoid the artifacts introduced by conventional graphics primitives, fall into two basic categories: feed-backward methods that attempt to map the image plane onto the data, and feed-forward methods that attempt to map each volume element onto the image plane. This thesis presents a feed-forward algorithm, called splatting, that directly renders rectilinear volume meshes. The method achieves interactive speed through parallel execution, successive refinement, table-driven shading, and table-driven filtering. The method achieves high image quality by paying careful attention to signal processing principles during the process of reconstructing a continuous volume from the sampled input. This thesisâ major contribution to computer graphics is the splatting algorithm. It is a naturally parallel algorithm that adheres well to the requirements imposed by signal processing theory. The algorithm has uncommon features. First, it can render volumes as either clouds or surfaces by changing the shading functions. Second, it can smoothly trade rendering time for image quality at several stages of the rendering pipeline. In addition this thesis presents a theoretical framework for volume rendering.
@techreport{Westover1991, author = {Westover, Lee Alan}, title = {SPLATTING: A Parallel, Feed-Forward Volume Rendering Algorithm}, year = {1991}, comment = {TLDR}, file = {Westover1991.pdf:Westover1991.pdf:PDF}, groups = {crossRefs}, keywords = {voxel}, owner = {tom}, timestamp = {2021-01-27} }
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[Teller1991] Visibility preprocessing for interactive walkthroughsTeller, Seth J, and SĂ©quin, Carlo HIn ACM SIGGRAPH Computer Graphics 1991
@inproceedings{Teller1991, author = {Teller, Seth J and S{\'e}quin, Carlo H}, booktitle = {ACM SIGGRAPH Computer Graphics}, title = {Visibility preprocessing for interactive walkthroughs}, year = {1991}, number = {4}, organization = {ACM}, pages = {61--70}, volume = {25}, comment = {poor ocr}, file = {Teller1991.pdf:Teller1991.pdf:PDF}, groups = {crossRefs}, owner = {tom}, timestamp = {2021-01-27} }
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[Becker1991] An optimal algorithm for approximating a set of rectangles by two minimum area rectanglesBecker, Bruno, Franciosa, Paolo Giulio, Gschwind, Stephan, Ohler, Thomas, Thiem, Gerald, and Widmayer, PeterIn Workshop on Computational Geometry 1991
@inproceedings{Becker1991, author = {Becker, Bruno and Franciosa, Paolo Giulio and Gschwind, Stephan and Ohler, Thomas and Thiem, Gerald and Widmayer, Peter}, booktitle = {Workshop on Computational Geometry}, title = {An optimal algorithm for approximating a set of rectangles by two minimum area rectangles}, year = {1991}, organization = {Springer}, pages = {13--25}, owner = {tom}, timestamp = {2020-01-28} }
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[Brooks1986] Walkthroughâa Dynamic Graphics System for Simulating Virtual BuildingsBrooks, Frederick P.In Proceedings of the 1986 Workshop on Interactive 3D Graphics Oct 1987
@inproceedings{Brooks1986, author = {Brooks, Frederick P.}, booktitle = {Proceedings of the 1986 Workshop on Interactive 3D Graphics}, title = {Walkthroughâa Dynamic Graphics System for Simulating Virtual Buildings}, year = {1987}, address = {New York, NY, USA}, month = oct, pages = {9â21}, publisher = {Association for Computing Machinery}, series = {I3D â86}, doi = {10.1145/319120.319122}, file = {Brooks1986.pdf:Brooks1986.pdf:PDF}, groups = {crossRefs, readed}, isbn = {0897912284}, keywords = {Architectural}, location = {Chapel Hill, North Carolina, USA}, numpages = {13}, owner = {tom}, timestamp = {2020-01-15}, url = {https://doi.org/10.1145/319120.319122} }
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[Chazelle1983] The bottomn-left bin-packing heuristic: An efficient implementationChazelle, BernardIEEE Transactions on Computers 1983
@article{Chazelle1983, author = {Chazelle, Bernard}, journal = {IEEE Transactions on Computers}, title = {The bottomn-left bin-packing heuristic: An efficient implementation}, year = {1983}, number = {8}, pages = {697--707}, groups = {pdf}, owner = {tom}, publisher = {IEEE}, timestamp = {2020-01-28} }
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[Meagher1980] Octree Encoding: A New Technique for the Representation, Manipulation and Display of Arbitrary 3-D Objects by ComputerMeagher, DonaldOct 1980
@techreport{Meagher1980, author = {Meagher, Donald}, title = {Octree Encoding: A New Technique for the Representation, Manipulation and Display of Arbitrary 3-D Objects by Computer}, year = {1980}, month = oct, comment = {not ocred to long didn't read all}, file = {Meagher1980.pdf:Meagher1980.pdf:PDF}, groups = {crossRefs, readed}, keywords = {octree,voxel}, owner = {tom}, timestamp = {2021-01-27} }
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[Fuchs1980] On visible surface generation by a priori tree structuresFuchs, Henry, Kedem, Zvi M, and Naylor, Bruce FIn Proceedings of the 7th annual conference on Computer graphics and interactive techniques 1980
@inproceedings{Fuchs1980, author = {Fuchs, Henry and Kedem, Zvi M and Naylor, Bruce F}, booktitle = {Proceedings of the 7th annual conference on Computer graphics and interactive techniques}, title = {On visible surface generation by a priori tree structures}, year = {1980}, pages = {124--133}, groups = {crossRefs, pdf}, keywords = {web3D}, owner = {tom}, timestamp = {2020-01-26} }
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[Baker1980] Orthogonal packings in two dimensionsBaker, Brenda S, Coffman, Edward G, and Rivest, Ronald LSIAM Journal on computing 1980
@article{Baker1980, author = {Baker, Brenda S and Coffman, Jr, Edward G and Rivest, Ronald L}, journal = {SIAM Journal on computing}, title = {Orthogonal packings in two dimensions}, year = {1980}, number = {4}, pages = {846--855}, volume = {9}, groups = {pdf}, owner = {tom}, publisher = {SIAM}, timestamp = {2020-01-28} }
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[Jones1971] A new approach to the âhidden lineâproblemJones, Cliff B.The Computer Journal 1971
@article{Jones1971, author = {Jones, Cliff B.}, journal = {The Computer Journal}, title = {A new approach to the âhidden lineâproblem}, year = {1971}, number = {3}, pages = {232--237}, volume = {14}, comment = {needs to be ocred}, file = {Jones1971.pdf:Jones1971.pdf:PDF}, groups = {crossRefs, readed}, keywords = {portal, PortalnCell}, owner = {tom}, publisher = {Oxford University Press}, timestamp = {2021-01-27} }