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Interactive visibility ordering and transparency computations among geometric primitives in complex environments

Published: 03 April 2005 Publication History

Abstract

We describe a novel algorithm for visibility ordering among non-overlapping geometric objects in complex and dynamic environments. Our algorithm rearranges the objects in a back-to-front or a front-to-back order from a given viewpoint. We perform comparisons between the primitives by using occlusion queries on the GPUs and exploit frame to frame coherence to reduce the number of occlusion queries. Our visibility ordering algorithm requires no preprocessing and is applicable to all kind of models, including polygon soups and deformable models. We have used our algorithm for order-independent transparency computations in high-depth complexity environments and performing N-body collision culling in dynamic environments. We have implemented our algorithm on a PC with a 3.4 GHz Pentium IV CPU with a NVIDIA GeForce FX 6800 Ultra GPU and applied it to complex environments with tens or hundreds of thousands of polygons. Our algorithm can compute a visibility ordering among the objects and triangles at interactive frame rates.

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cover image ACM Conferences
I3D '05: Proceedings of the 2005 symposium on Interactive 3D graphics and games
April 2005
231 pages
ISBN:1595930132
DOI:10.1145/1053427
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 April 2005

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Author Tags

  1. collision detection
  2. graphics hardware
  3. sorting
  4. transparency computations
  5. visibility ordering

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I3D05
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I3D05: Symposium on Interactive 3D Graphics and Games 2005
April 3 - 6, 2005
District of Columbia, Washington

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