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Eikel, Benjamin: Spherical visibility sampling : preprocessed visibility for occlusion culling in complex 3D scenes. 2014
Inhalt
1 Introduction
1.1 Outline of the Work
1.2 Main Contribution
2 Related Work
2.1 Visibility Culling
2.1.1 Online Occlusion Culling
2.1.2 Preprocessed Visibility
2.2 Spherical Sampling in Computer Graphics
2.3 Budget Rendering
2.4 Rendering on Mobile Devices
2.5 Classification of SVS
3 Preprocessing
3.1 Preparation of the Hierarchical Data Structure
3.2 Efficiency Considerations for Rendering
3.3 Bounding Sphere Computation
3.4 Sample Point Distribution on the Sphere
3.5 Computation of the Visibility Spheres
3.6 Types of Sampling Errors
4 Rendering
4.1 Tree Traversal
4.2 Determining the Potentially Visible Objects
4.3 Optional Budget Rendering
4.3.1 Computation of an Exact Solution
4.3.2 Practical Computation of a Solution
4.4 Rendering Animated Objects
5 Evaluation
5.1 Software Implementation and Hardware
5.2 Test Scenes
5.2.1 Scene PP
5.2.2 Scene PP4
5.2.3 Scene PP256
5.2.4 Scene Pompeii
5.2.5 Scene Boeing
5.2.6 Scene PPBoeing5
5.2.7 Scene SphereOfCubes
5.3 Sample Point Distribution
5.3.1 Quality of the Visibility Information
5.3.2 Storage Space
5.3.3 Conclusion
5.4 Interpolation Technique
5.5 Computation of Bounding Spheres
5.5.1 Preprocessing Time and Memory Consumption
5.5.2 Sphere Radii
5.5.3 Conclusion
5.6 Visibility Testing in Inner Nodes
5.6.1 Preprocessing Time
5.6.2 Quality of Visibility Information
5.6.3 Conclusion
5.7 Image Resolution
5.7.1 Preprocessing Time
5.7.2 Quality of Visibility Information
5.7.3 Conclusion
5.8 Errors introduced by Different Projections
5.9 Storage Space
5.10 Total Preprocessing Time
5.11 Camera Paths
5.11.1 Camera Path in Scene PP
5.11.2 Camera Path in Scene PP4
5.11.3 Camera Path in Scene PP256
5.11.4 Camera Path in Scene Pompeii
5.11.5 Camera Path in Scene PPBoeing5
5.12 Other Occlusion Culling Algorithms for Comparison
5.12.1 Coherent Hierarchical Culling Revisited (CHC++)
5.12.2 Adaptive Global Visibility Sampling (AGVS)
5.12.3 Preprocessing of Scene PP4 by AGVS
5.13 Image Quality
5.13.1 Image Quality Results for Scene PP4
5.13.2 Image Quality Results for Scene PP256
5.13.3 Image Quality Results for Scene Pompeii
5.13.4 Image Quality Results for Scene PPBoeing5
5.13.5 Conclusion
5.14 3D Rendering on Workstations
5.14.1 Performance Results for Scene PP4
5.14.2 Performance Results for Scene PP256
5.14.3 Performance Results for Scene Pompeii
5.14.4 Performance Results for Scene PPBoeing5
5.14.5 Conclusion
5.15 Budget Rendering
5.15.1 Performance and Quality Results for Scene PP256
5.15.2 Performance and Quality Results for Scene Pompeii
5.15.3 Conclusion
5.16 3D Rendering on Mobile Devices
5.16.1 Mobile Devices and Software Implementation
5.16.2 Rendering Performance with and without Budget Rendering
5.16.3 Conclusion
6 Conclusion
6.1 Accuracy of the Visibility Information
6.2 Outlook on Future Work
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