Exploiting coherence in 2 1/2 D visibility computation



Project duration: 1996
Contact: Dieter Schmalstieg, Robert F. Tobler

Description

An algorithm to quickly compute the visible portion of a scene defined by a (triangular) floor plan allows to vastly accelerate rendering of complex architectural models.

Application

Architectural walkthroughs, 3D games

Problems

Complex virtual environments cannot easily be rendered in real time, because they consist of too many geometric primitives

Approach

By quickly computing the exact visible portion of the scene from a floorplan, most of the model can be discarded, before it is even considered for rendering. This speeds up the rendering process. The algorithm presented here makes use of spatial coherence to compute the visibility on the fly.

Publications

Exploiting coherence in 2 1/2 D visibility computation : D. Schmalstieg, R. F. Tobler

DOWNLOAD Download MS-DOS demo (with C++ source) of the algorithm (ZIP file, 45K)


Sample image showing the potentially visible set of a ground floor (screen shot from the demo implementation).


This page is maintained by Dieter Schmalstieg. It was last updated on October 28, 1997.
If you have any comments, please send a message to dieter@cg.tuwien.ac.at.