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We present a new approach for computing generalized Voronoi diagrams in two and three dimensions using interpolation-based polygon rasterization hardware. The input primitives may be points, lines, polygons, curves, or surfaces. The algorithm computes a discrete Voronoi diagram by rendering a three dimensional distance mesh corresponding to each primitive.… (More)

We present hierarchical occlusion maps (HOM) for visibility culling on complex models with high depth complexity. The culling algorithm uses an object space bounding volume hierarchy and a hierarchy of image space occlusion maps. Occlusion maps represent the aggregate of projections of the occluders onto the image plane. For each frame, the algorithm… (More)

Many applications in computer graphics and virtual environments need to render datasets with large numbers of primitives and high depth complexity a t i n teractive rates. However, standard techniques like view frustum culling and a hardware z-buuer are unable to display datasets composed of hundred of thousands of polygons at interactive frame rates on… (More)

We present techniques for fast motion planning by using discrete approximations of generalized V oronoi diagrams, computed with graphics hardware. Approaches based on this diagram computation are applicable to both static and dynamic environments of fairly high complexity. We compute a discrete Voronoi diagram by rendering a three-dimensional distance mesh… (More)

This paper presents a novel method for fast and efficient backface culling we reduce. the backface test to one logical operation per polygon while requiring only two bytes extra storage per polygon.The nornrafmask is introduced,where each bit is associated with a cluster of normals in a normal-space partitioning. A polygon's normal is approximated by the… (More)

- Daniel G. Aliaga, Jonathan D. Cohen, Andrew T. Wilson, Eric Baker, Hansong Zhang, Carl Erikson +7 others
- SI3D
- 1999

We present a system for rendering very complex 3D models at interactive rates. We select a subset of the model as preferred viewpoints and partition the space into virtual cells. Each cell contains near geometry, rendered using levels of detail and visibility culling, and far geometry, rendered as a textured depth mesh. Our system automatically balances the… (More)

We present a new approach for computing generalized proximity information of arbitrary 2D objects using graphics hardware. Using multi-pass rendering techniques and accelerated distance computation, our algorithm performs proximity queries not only for detecting collisions, but also for computing intersections, separation distance, penetration depth, and… (More)

This paper presents a new method for interactive rendering of globally illuminated static scenes. Global illumination is decomposed into view-independent (diffuse) and view-dependent (non-diffuse) components. The two are recombined during rendering using a hybrid geometry-and image-based approach along with multi-pass blending techniques. This approach… (More)

Spline surfaces are routinely used to represent large-scale models for CAD and animation applications. In this paper , we present algorithms for interactive w alkthrough of complex NURBS models composed of tens of thousands of patches on current graphics systems. Given a spline model, the algorithm precomputes simpliication of a collection of patches and… (More)

We present an approach for computing generalized proximity information between arbitrary polygonal models using graphics hardware acceleration. Our algorithm combines object-space localization, multi-pass rendering techniques, and accelerated distance field computation to perform complex proximity queries at interactive rates. It is applicable to any… (More)