Volume xx (200y), Number z, pp. 1–10 Dynamic Scene Visibility Culling using a Regular Grid.pdf

Volume xx (200y), Number z, pp. 1–10 Dynamic Scene Visibility Culling using a Regular Grid.pdf

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Volume xx (200y), Number z, pp. 1–10 Dynamic Scene Visibility Culling using a Regular Grid

Volume xx (200y), Number z, pp. 1–10 Dynamic Scene Visibility Culling using a Regular Grid Harlen Costa Batagelo and Wu, Shin-Ting Department of Computer Engineering and Industrial Automation School of Electrical and Computer Engineering State University of Campinas, Campinas, São Paulo, Brazil Abstract We present an occlusion culling algorithm for large and complex scenes where both the viewpoint and objects can move arbitrarily on-the-fly. Our method uses a regular grid as spatial subdivision of the scene instead of the hierarchical data structures commonly used for static scenes. Our hypothesis is that this approach can lead to a faster evaluation of dynamic occluders because the overhead of maintaining the grid data structure is smaller. We also introduce new techniques of traversal of voxels, object discretization and occlusion computation that strengthen the benefits of using regular grids in dynamic scenes. We discuss the results of an implementation. Note: This is the revised version of a paper presented at SIBGRAPI 2002, Fortaleza, Brazil, Oct 2002. The pro- ceedings were published by IEEE Computer Press. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Hidden line/surface re- moval 1. Introduction the acceleration of updates in hierarchical spatial databases (see section 2), in this work we propose to use a simple The efficient visualization of large scenes composed by se- (but fast) regular grid that combines efficient procedures of

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