Abstract | ||
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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. CR Categories: I.3.3 (Computer Graphics): Picture/Image Generation—Display algorithms; I.3.7 (Computer Graphics): Three-Dimensional Graphics and Realism |
Year | DOI | Venue |
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1996 | 10.1145/237170.237209 | SIGGRAPH |
Keywords | Field | DocType |
bsp-tree,spatial hierarchy,hierarchical image,complex environment,level-of-detail,accelerated walkthroughs,texture mapping,path coherence,image-based rendering,level of detail,computer graphic,image based rendering,bsp tree | Binary space partitioning,Computer vision,Texture mapping,Visual artifact,Computer graphics (images),Level of detail,Computer science,Geometric primitive,Artificial intelligence,Software walkthrough,Image-based modeling and rendering,Rendering (computer graphics) | Conference |
ISBN | Citations | PageRank |
0-89791-746-4 | 147 | 15.98 |
References | Authors | |
16 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Jonathan Shade | 1 | 1501 | 110.50 |
Dani Lischinski | 2 | 5465 | 340.85 |
David H. Salesin | 3 | 6992 | 804.71 |
Tony DeRose | 4 | 218 | 30.20 |
John Snyder | 5 | 2579 | 172.17 |