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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)

Abstract

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.

Keywords

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.

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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

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