Title
Interactive visibility ordering and transparency computations among geometric primitives in complex environments
Abstract
We describe a novel algorithm for visibility ordering among non-overlapping geometric objects in complex and dynamic environments. Our algorithm rearranges the objects in a back-to-front or a front-to-back order from a given viewpoint. We perform comparisons between the primitives by using occlusion queries on the GPUs and exploit frame to frame coherence to reduce the number of occlusion queries. Our visibility ordering algorithm requires no preprocessing and is applicable to all kind of models, including polygon soups and deformable models. We have used our algorithm for order-independent transparency computations in high-depth complexity environments and performing N-body collision culling in dynamic environments. We have implemented our algorithm on a PC with a 3.4 GHz Pentium IV CPU with a NVIDIA GeForce FX 6800 Ultra GPU and applied it to complex environments with tens or hundreds of thousands of polygons. Our algorithm can compute a visibility ordering among the objects and triangles at interactive frame rates.
Year
DOI
Venue
2005
10.1145/1053427.1053435
SIGGRAPH Courses
Keywords
Field
DocType
transparency computation,complex environment,nvidia geforce fx,deformable model,interactive visibility,ghz pentium iv cpu,transparency computations,ultra gpu,n-body collision,geometric primitive,visibility ordering,sorting,graphics hardware,dynamic environment,novel algorithm,collision detection,occlusion query,interactive frame rate,methodologies,collision
Computer vision,Polygon,Visibility,Collision detection,Computer graphics (images),Graphics hardware,Computer science,Geometric primitive,Frame rate,Artificial intelligence,Pentium,Computation
Conference
ISBN
Citations 
PageRank 
1-59593-013-2
13
1.30
References 
Authors
27
4
Name
Order
Citations
PageRank
Naga K. Govindaraju13331234.15
Michael Henson218220.15
Ming Lin37046525.99
Dinesh Manocha49551787.40