I've been looking for good (preferably dynamic) visibility algorithms for
dense polyhedral environments.
The only candidate I've found which I liked was Hierarchial Occlusion Maps.
Does anybody know of any other methods?
-- Anis Ahmad
I've been looking for good (preferably dynamic) visibility algorithms for
dense polyhedral environments.
The only candidate I've found which I liked was Hierarchial Occlusion Maps.
Does anybody know of any other methods?
-- Anis Ahmad
By dense, I mean really DENSE, as in, containing tessellated NURBS patches.Quote:>I've been looking for good (preferably dynamic) visibility algorithms for
>dense polyhedral environments.
-- Anis Ahmad
You might want to look at some of the work that Subodh Kumar and DineshQuote:> >I've been looking for good (preferably dynamic) visibility algorithms for
> >dense polyhedral environments.
> By dense, I mean really DENSE, as in, containing tessellated NURBS patches.
As I understand it, this stuff is less tuned toward dealing with dense
occlusion, though, and is more geared toward making the
not-densely-occluded case as fast as possible. Thus, it should be
complementary to standard visibility algorithms for densely occluded
environments (portals (e.g. Seth Teller's stuff:
<URL:http://graphics.lcs.mit.edu/~seth>), or the other visibility stuff
from UNC (<URL:http://www.cs.unc.edu/~walk).
-matt
--
<URL:http://graphics.stanford.edu/~mmp>
1. Visibility Computations in Densely Occluded Polyhedral Environments - Where?
http://graphics.lcs.mit.edu/~seth/pubs/pubs.html
Under 1992
-- Anis Ahmad
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