Brian Salomon

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We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes(More)
We present a novel approach for interactive navigation in complex 3D synthetic environments using path planning. Our algorithm precomputes a global roadmap of the environment by using a variant of randomized motion planning algorithm along with a reachability-based analysis. At runtime, our algorithm performs graph searching and automatically computes a(More)
We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes(More)
We present a conservative occlusion culling algorithm for large environments. As part of a preprocess, we decompose the scene using a spatial subdivision and render the primitives at runtime in a front-to-back order. Our algorithm uses hardware accelerated occlusion queries to test the visibility of more distant volumes of space in a progressive manner. The(More)
The purpose of this study was to determine if it is possible to identify patients who have underlying renal insufficiency by evaluating their risk factors prior to receiving intravenous contrast in the emergency department (ED). This would allow selective ordering of a creatinine, resulting in a cost and time savings. This prospective study involved 640(More)
We present a novel approach for collision detection between large models composed of tens of millions of polygons. Each model is represented as a clustered hierarchy of progressive meshes (CHPM). The CHPM is a dual hierarchy of the original model: it serves both as a multiresolution representation of the original model, as well as a bounding volume(More)
We present a method to accelerate line-ofsight computation for computer generated forces (CGF) using graphics processing units (GPUs). GPUs have become commodity processors and they are part of every game console or PC system. Moreover, their performance has been increasing at a rate faster than CPUs and the trend is expected to continue in the foreseeable(More)
We present an algorithm and implementation for solving the line of sight (point-to-point visibility) problem for simulations with many moving entities. This problem arises in military simulations and can bottleneck such systems. We employ the concept of region based visibility to precompute visibility for the environment. The simulation environment is(More)
This paper presents a novel algorithm combining view-dependent rendering and conservative occlusion culling for interactive display of complex environments. A vertex hierarchy of the entire scene is decomposed into a cluster hierarchy through a novel clustering and partitioning algorithm. The cluster hierarchy is then used for view-frustum and occlusion(More)
We present an efficient algorithm for line-of-sight (LOS) computations in modeling and simulation applications. LOS queries are solved by performing point-to-point visibility computations in complex environments with moving entities. Our approach divides the environment into regions and uses region based visibility calculations to compute region-to-region(More)