Preprocessed Global Visibility for Real-Time Rendering on Low-End Hardware

  • Benjamin Eikel
  • Claudius Jähn
  • Matthias Fischer
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6453)


We present an approach for real-time rendering of complex 3D scenes consisting of millions of polygons on limited graphics hardware. In a preprocessing step, powerful hardware is used to gain fine granular global visibility information of a scene using an adaptive sampling algorithm. Additively the visual influence of each object on the eventual rendered image is estimated. This influence is used to select the most important objects to display in our approximative culling algorithm. After the visibility data is compressed to meet the storage capabilities of small devices, we achieve an interactive walkthrough of the Power Plant scene on a standard netbook with an integrated graphics chipset.


Visual Quality Object Space Graphic Hardware Initial Partition Global Visibility 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Cohen-Or, D., Chrysanthou, Y., Silva, C.T., Durand, F.: A survey of visibility for walkthrough applications. IEEE Trans. Vis. Comput. Graph. 9, 412–431 (2003)CrossRefGoogle Scholar
  2. 2.
    Plantinga, H., Dyer, C.R.: Visibility, occlusion, and the aspect graph. International Journal of Computer Vision 5, 137–160 (1990)CrossRefGoogle Scholar
  3. 3.
    Airey, J.M., Rohlf, J.H., Brooks Jr., F.P.: Towards image realism with interactive update rates in complex virtual building environments. Computer Graphics 24, 41–50 (1990)CrossRefGoogle Scholar
  4. 4.
    Teller, S.J., Séquin, C.H.: Visibility preprocessing for interactive walkthroughs. Computer Graphics 25, 61–70 (1991)CrossRefGoogle Scholar
  5. 5.
    Nirenstein, S., Blake, E.H.: Hardware accelerated visibility preprocessing using adaptive sampling. In: Eurographics Symposium on Rendering, pp. 207–216 (2004)Google Scholar
  6. 6.
    Mattausch, O., Bittner, J., Wonka, P., Wimmer, M.: Optimized subdivisions for preprocessed visibility. In: Proc. of GI 2007, pp. 335–342 (2007)Google Scholar
  7. 7.
    Bittner, J., Mattausch, O., Wonka, P., Havran, V., Wimmer, M.: Adaptive global visibility sampling. ACM Transactions on Graphics 28, 1–10 (2009)CrossRefGoogle Scholar
  8. 8.
    van de Panne, M., Stewart, A.J.: Effective compression techniques for precomputed visibility. In: Rendering Techniques, pp. 305–316 (1999)Google Scholar
  9. 9.
    Shou, L., Huang, Z., Tan, K.L.: The hierarchical degree-of-visibility tree. IEEE Transactions on Knowledge and Data Engineering 16, 1357–1369 (2004)CrossRefGoogle Scholar
  10. 10.
    Yoon, I., Neumann, U.: Web-based remote rendering with IBRAC (image-based rendering acceleration and compression). Computer Graphics Forum 19, 321–330 (2000)CrossRefGoogle Scholar
  11. 11.
    Chang, C.F., Ger, S.H.: Enhancing 3D graphics on mobile devices by image-based rendering. In: Chen, Y.-C., Chang, L.-W., Hsu, C.-T. (eds.) PCM 2002. LNCS, vol. 2532, pp. 1105–1111. Springer, Heidelberg (2002)CrossRefGoogle Scholar
  12. 12.
    Boukerche, A., Feng, J., de Araujo, R.B.: A 3D image-based rendering technique for mobile handheld devices. In: Proc. of WOWMOM 2006, pp. 325–331 (2006)Google Scholar
  13. 13.
    Nurminen, A.: m-LOMA - a mobile 3D city map. In: Proc. of Web3D 2006, pp. 7–18 (2006)Google Scholar
  14. 14.
    Rodrigues, M.A.F., Barbosa, R.G., Mendonça, N.C.: Interactive mobile 3D graphics for on-the-go visualization and walkthroughs. In: Proc. of SAC 2006, pp. 1002–1007 (2006)Google Scholar
  15. 15.
    Nurminen, A.: Mobile, hardware-accelerated urban 3D maps in 3G networks. In: Proc. of Web3D 2007, pp. 7–16 (2007)Google Scholar
  16. 16.
    Silva, W.B., Rodrigues, M.A.F.: A lightweight 3D visualization and navigation system on handheld devices. In: Proc. of SAC 2009, pp. 162–166 (2009)Google Scholar
  17. 17.
    Sander, P.V., Nehab, D., Barczak, J.: Fast triangle reordering for vertex locality and reduced overdraw. ACM Transactions on Graphics 26, Article No.: 89 (2007)Google Scholar
  18. 18.
    Bittner, J., Wimmer, M., Piringer, H., Purgathofer, W.: Coherent hierarchical culling: Hardware occlusion queries made useful. Computer Graphics Forum 23, 615–624 (2004)CrossRefGoogle Scholar
  19. 19.
    The Walkthru Group: Power plant model. Internet page University of North Carolina at Chapel Hill (2001),
  20. 20.
    El-Sana, J., Sokolovsky, N., Silva, C.T.: Integrating occlusion culling with view-dependent rendering. In: Proc. of VIS 2001, pp. 371–378 (2001)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2010

Authors and Affiliations

  • Benjamin Eikel
    • 1
  • Claudius Jähn
    • 1
  • Matthias Fischer
    • 1
  1. 1.Heinz Nixdorf InstituteUniversity of PaderbornGermany

Personalised recommendations