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CGF
1999

Occluder Shadows for Fast Walkthroughs of Urban Environments

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Occluder Shadows for Fast Walkthroughs of Urban Environments
This paper describes a new algorithm that employs image-based rendering for fast occlusion culling in complex urban environments. It exploits graphics hardware to render and automatically combine a relatively large set of occluders. The algorithm is fast to calculate and therefore also useful for scenes of moderate complexity and walkthroughs with over 20 frames per second. Occlusion is calculated dynamically and does not rely on any visibility precalculation or occluder preselection. Speed-ups of one order of magnitude can be obtained.
Peter Wonka, Dieter Schmalstieg
Added 22 Dec 2010
Updated 22 Dec 2010
Type Journal
Year 1999
Where CGF
Authors Peter Wonka, Dieter Schmalstieg
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