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Fast Walkthroughs with Image Caches and Ray Casting

  • Michael Wimmer
  • Markus Giegl
  • Dieter Schmalstieg
Part of the Eurographics book series (EUROGRAPH)

Abstract

We present an output-sensitive rendering algorithm for accelerating walkthroughs of large, densely occluded virtual environments using a multistage Image Based Rendering Pipeline. In the first stage, objects within a certain distance are rendered using the traditional graphics pipeline, whereas the remaining scene is rendered by a pixel-based approach using an Image Cache, horizon estimation to avoid calculating sky pixels, and finally, ray casting. The time complexity of this approach does not depend on the total number of primitives in the scene. We have measured speedups of up to one order of magnitude.

Keywords

Computer Graphic Virtual Environment Graphic Hardware Virtual City IEEE Computer Graphic 
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/Wien 1999

Authors and Affiliations

  • Michael Wimmer
    • 1
  • Markus Giegl
    • 2
  • Dieter Schmalstieg
    • 1
  1. 1.Vienna University of TechnologyAustria
  2. 2.Ars Creat Game DevelopmentUSA

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