Abstract
We present a new method that utilizes path coherence to accelerate walkthroughs of geometrically complex static scenes. As a preprocessing step, our method constructs a BSP-tree that hierarchically partitions the geometric primitives in the scene. In the course of a walkthrough, images of nodes at various levels of the hierarchy are cached for reuse in subsequent frames. A cached image is reused by texture-mapping it onto a single quadrilateral that is drawn instead of the geometry contained in the corresponding node. Visual artifacts are kept under control by using an error metric that quantifies the discrepancy between the appearance of the geometry contained in a node and the cached image. The new method is shown to achieve speedups of an order of magnitude for walkthroughs of a complex outdoor scene, with little or no loss in rendering quality.
Original language | English |
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Title of host publication | Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996 |
Publisher | Association for Computing Machinery, Inc |
Pages | 75-82 |
Number of pages | 8 |
ISBN (Electronic) | 0897917464, 9780897917469 |
DOIs | |
State | Published - 1 Aug 1996 |
Externally published | Yes |
Event | 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996 - New Orleans, United States Duration: 4 Aug 1996 → 9 Aug 1996 |
Publication series
Name | Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996 |
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Conference
Conference | 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996 |
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Country/Territory | United States |
City | New Orleans |
Period | 4/08/96 → 9/08/96 |
Bibliographical note
Publisher Copyright:© 1996 ACM.
Keywords
- BSP-tree
- Image-based rendering
- Levelof- detail (LOD)
- Path coherence
- Spatial hierarchy
- Texture mapping