Exploiting coherence in 2 1/2 D visibility computationProject duration: 1996 Contact: Dieter Schmalstieg, Robert F. Tobler | |
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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. |
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Architectural walkthroughs, 3D games |
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Complex virtual environments cannot easily be rendered in real time, because they consist of too many geometric primitives |
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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. |
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Exploiting coherence in 2 1/2 D visibility computation
:
D. Schmalstieg, R. F. Tobler
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Download MS-DOS demo (with C++ source) of the algorithm (ZIP file, 45K)