Hierarchical image caching for accelerated walkthroughs of complex environments

Jonathan Shade*, Dani Lischinski, David H. Salesin, Tony DeRose, John Snyder

*Corresponding author for this work

Research output: Contribution to conferencePaperpeer-review

167 Scopus citations

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 languageAmerican English
Pages75-82
Number of pages8
StatePublished - 1996
Externally publishedYes
EventProceedings of the 1996 Computer Graphics Conference, SIGGRAPH - New Orleans, LA, USA
Duration: 4 Aug 19969 Aug 1996

Conference

ConferenceProceedings of the 1996 Computer Graphics Conference, SIGGRAPH
CityNew Orleans, LA, USA
Period4/08/969/08/96

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