Oded Sudarsky

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We describe an algorithm for occlusion culling by visibility preprocessing. The algorithm intelligently partitions the "ve-dimensional viewing parameter space using a 5D tree (a k-D tree with k"5), such that each leaf of the tree contains a reference to a subset of the n scene objects. The visibility of each of the objects is determined using a ray-casting(More)
The efficient rendering of large dynamic scenes is an important open problem. Optimization techniques for static scenes, such as output-sensitive visibility calculation, must be carefully adapted to dynamic models in order to remain effective. Distributed virtual environments pose a particular difficulty, because communication between the users must be(More)
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