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Conservative visibility preprocessing for walkthroughs of complex urban scenes
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Source Virtual Reality Software and Technology archive
Proceedings of the ACM symposium on Virtual reality software and technology table of contents
Seoul, Korea
SESSION: Time critical rendering table of contents
Pages: 115 - 128  
Year of Publication: 2000
ISBN:1-58113-316-2
Authors
JunHyeok Heo  KAIST 373-1 Kusong-dong, Yusong-ku, Taejon, Korea
Jaeho Kim  KAIST 373-1 Kusong-dong, Yusong-ku, Taejon, Korea
KwangYun Wohn  KAIST 373-1 Kusong-dong, Yusong-ku, Taejon, Korea
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
IITA : Institute of Information Technology Assessment
KRF : Korea Research Foundation
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
: Ministry of Information & Communication
KOSEF : Korea Science Engineering Foundation
Publisher
ACM  New York, NY, USA
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ABSTRACT

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


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Collaborative Colleagues:
JunHyeok Heo: colleagues
Jaeho Kim: colleagues
KwangYun Wohn: colleagues