Occluder Shadows for Fast Walkthroughs of Urban Environments

dc.contributor.authorWonka, Peteren_US
dc.contributor.authorSchmalstieg, Dieteren_US
dc.date.accessioned2015-02-16T06:55:35Z
dc.date.available2015-02-16T06:55:35Z
dc.date.issued1999en_US
dc.description.abstractThis 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.en_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume18en_US
dc.identifier.doi10.1111/1467-8659.00327en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages51-60en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.00327en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleOccluder Shadows for Fast Walkthroughs of Urban Environmentsen_US
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