VLDB 2026 Research / reviewers in the wild / expert
Jirí Bittner
dblp:59/5617
· DBLP profile ↗
38ranked-venue papers
11as first author
6since 2021 · last 2025
0000-0002-5818-934XORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 37 · 11 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | SOBB: Skewed Oriented Bounding Boxes for Ray TracingabstractAbstract We propose skewed oriented bounding boxes (SOBB) as a novel bounding primitive for accelerating the calculation of ray‐scene intersections. SOBBs have the same memory footprint as the well‐known oriented bounding boxes (OBB) and can be used with a similar ray intersection algorithm. We propose an efficient algorithm for constructing a BVH with SOBBs, using a transformation from a standard BVH built for axis‐aligned bounding boxes (AABB). We use discrete orientation polytopes as a temporary bounding representation to find tightly fitting SOBBs. Additionally, we propose a compression scheme for SOBBs that makes their memory requirements comparable to those of AABBs. For secondary rays, the SOBB BVH provides a ray tracing speedup of 1.0‐11.0x over the AABB BVH and it is 1.1x faster than the OBB BVH on average. The transformation of AABB BVH to SOBB BVH is, on average, 2.6x faster than the ditetrahedron‐based AABB BVH to OBB BVH transformation. Martin Kácerik, Jirí Bittner |
Comput. Graph. Forum | 2 |
| 2025 | UBVH: Unified Bounding Volume and Scene Geometry Representation for Ray TracingabstractAbstract Bounding volume hierarchies (BVHs) are currently the most common data structure used to accelerate ray tracing. The existing BVH methods distinguish between the bounding volume representation associated with the interior BVH nodes and the scene geometry representation associated with leaf nodes. We propose a new method that unifies the representation of bounding volumes and triangular scene geometry. Our unified representation builds on skewed oriented bounding boxes (SOBB) that yield tight bounds for interior nodes and precise representation for triangles in the leaf nodes. This innovation allows to streamline the conventional massively parallel BVH traversal, as there is no need to switch between testing for ray intersection in interior nodes and leaf nodes. The results show that the proposed method accelerates ray tracing of incoherent rays between 1.2x–11.8x over the AABB BVH, 1.4x‐4.2x over the 14‐DOP BVH, 1.1x‐2.0x over the OBB BVH, and by 1.1x–1.7x over the SOBB BVH. Martin Kácerik, Jirí Bittner |
Comput. Graph. Forum | 2 |
| 2023 | PVLI: potentially visible layered image for real-time ray tracing
Jaroslav Kravec, Martin Kácerik, Jirí Bittner |
Vis. Comput. | 3 |
| 2021 | Spatio-temporal BRDF: Modeling and synthesis
Daniel Meister 0002, Adam Pospísil, Imari Sato, Jirí Bittner |
Comput. Graph. | 4 |
| 2021 | A Survey on Bounding Volume Hierarchies for Ray TracingabstractAbstract Ray tracing is an inherent part of photorealistic image synthesis algorithms. The problem of ray tracing is to find the nearest intersection with a given ray and scene. Although this geometric operation is relatively simple, in practice, we have to evaluate billions of such operations as the scene consists of millions of primitives, and the image synthesis algorithms require a high number of samples to provide a plausible result. Thus, scene primitives are commonly arranged in spatial data structures to accelerate the search. In the last two decades, the bounding volume hierarchy (BVH) has become the de facto standard acceleration data structure for ray tracing‐based rendering algorithms in offline and recently also in real‐time applications. In this report, we review the basic principles of bounding volume hierarchies as well as advanced state of the art methods with a focus on the construction and traversal. Furthermore, we discuss industrial frameworks, specialized hardware architectures, other applications of bounding volume hierarchies, best practices, and related open problems. Daniel Meister 0002, Shinji Ogaki, Carsten Benthin, Michael J. Doyle, Michael Guthe, Jirí Bittner |
Comput. Graph. Forum | 6 |
| 2021 | QuadStack: An Efficient Representation and Direct Rendering of Layered DatasetsabstractWe introduce QuadStack, a novel algorithm for volumetric data compression and direct rendering. Our algorithm exploits the data redundancy often found in layered datasets which are common in science and engineering fields such as geology, biology, mechanical engineering, medicine, etc. QuadStack first compresses the volumetric data into vertical stacks which are then compressed into a quadtree that identifies and represents the layered structures at the internal nodes. The associated data (color, material, density, etc.) and shape of these layer structures are decoupled and encoded independently, leading to high compression rates (4× to 54× of the original voxel model memory footprint in our experiments). We also introduce an algorithm for value retrieving from the QuadStack representation and we show that the access has logarithmic complexity. Because of the fast access, QuadStack is suitable for efficient data representation and direct rendering. We show that our GPU implementation performs comparably in speed with the state-of-the-art algorithms (18-79 MRays/s in our implementation), while maintaining a significantly smaller memory footprint. Alejandro Graciano, Antonio J. Rueda Ruiz, Adam Pospísil, Jirí Bittner, Bedrich Benes |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2020 | On Ray Reordering Techniques for Faster GPU Ray TracingabstractWe study ray reordering as a tool for increasing the performance of existing GPU ray tracing implementations. We focus on ray reordering that is fully agnostic to the particular trace kernel. We summarize the existing methods for computing the ray sorting keys and discuss their properties. We propose a novel modification of a previously proposed method using the termination point estimation that is well-suited to tracing secondary rays. We evaluate the ray reordering techniques in the context of the wavefront path tracing using the RTX trace kernels. We show that ray reordering yields significantly higher trace speed on recent GPUs (1.3 − 2.0 ×), but to recover the reordering overhead in the hardware-accelerated trace phase is problematic. Daniel Meister 0002, Jakub Boksanský, Michael Guthe, Jirí Bittner |
I3D | 4 |
| 2019 | Ray Classification for Accelerated BVH TraversalabstractAbstract For ray tracing based methods, traversing a hierarchical acceleration data structure takes up a substantial portion of the total rendering time. We propose an additional data structure which cuts off large parts of the hierarchical traversal. We use the idea of ray classification combined with the hierarchical scene representation provided by a bounding volume hierarchy. We precompute short arrays of indices to subtrees inside the hierarchy and use them to initiate the traversal for a given ray class. This arrangement is compact enough to be cache‐friendly, preventing the method from negating its traversal gains by excessive memory traffic. The method is easy to use with existing renderers which we demonstrate by integrating it to the PBRT renderer. The proposed technique reduces the number of traversal steps by 42% on average, saving around 15% of time of finding ray‐scene intersection on average. J. Hendrich, Adam Pospísil, Daniel Meister 0002, Jirí Bittner |
Comput. Graph. Forum | 4 |
| 2019 | Real-Time External Labeling of Ghosted ViewsabstractWe present a new algorithm for calculating the external labeling of ghosted views of moderately complex 3D models. The algorithm uses multiple criteria decision making, based on fuzzy logic, to optimize positions of the labels associated with different parts of the input model. The proposed method can be used with various existing algorithms for creating ghosted views from 3D models. The method operates in real-time, which allows the user to acquire a good understanding of the structure of the input model by studying the model and its labels from different viewpoints. We have conducted a user study to evaluate label layouts produced by our algorithm and those created by humans. The results show that the proposed method can significantly improve user understanding of labeled ghosted views of complicated 3D models, and its label layouts are comparable with label layouts created by humans. Ladislav Cmolík, Jirí Bittner |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | Parallel Reinsertion for Bounding Volume Hierarchy OptimizationabstractAbstract We present a novel highly parallel method for optimizing bounding volume hierarchies (BVH) targeting contemporary GPU architectures. The core of our method is based on the insertion‐based BVH optimization that is known to achieve excellent results in terms of the SAH cost. The original algorithm is, however, inherently sequential: no efficient parallel version of the method exists, which limits its practical utility. We reformulate the algorithm while exploiting the observation that there is no need to remove the nodes from the BVH prior to finding their optimized positions in the tree. We can search for the optimized positions for all nodes in parallel while simultaneously tracking the corresponding SAH cost reduction. We update in parallel all nodes for which better position was found while efficiently handling potential conflicts during these updates. We implemented our algorithm in CUDA and evaluated the resulting BVH in the context of the GPU ray tracing. The results indicate that the method is able to achieve the best ray traversal performance among the state of the art GPU‐based BVH construction methods. Daniel Meister 0002, Jirí Bittner |
Comput. Graph. Forum | 2 |
| 2018 | Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy ConstructionabstractWe propose a novel massively parallel construction algorithm for Bounding Volume Hierarchies (BVHs) based on locally-ordered agglomerative clustering. Our method builds the BVH iteratively from bottom to top by merging a batch of cluster pairs in each iteration. To efficiently find the neighboring clusters, we keep the clusters ordered along the Morton curve. This ordering allows us to identify approximate nearest neighbors very efficiently and in parallel. We implemented our algorithm in CUDA and evaluated it in the context of GPU ray tracing. For complex scenes, our method achieves up to a twofold reduction of build times while providing up to 17 percent faster trace times compared with the state-of-the-art methods. Daniel Meister 0002, Jirí Bittner |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Foreword to the Special Section on SCCG 2017
Ivan Viola, Jirí Bittner |
Comput. Graph. | 2 |
| 2017 | Parallel BVH Construction using Progressive Hierarchical RefinementabstractWe propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi-core CPU architectures. The algorithm constructs the BVH by a divisive top-down approach using a progressively refined cut of an existing auxiliary BVH. We propose a new strategy for refining the cut that significantly reduces the workload of individual steps of BVH construction. Additionally, we propose a new method for integrating spatial splits into the BVH construction algorithm. The auxiliary BVH is constructed using a very fast method such as LBVH based on Morton codes. We show that the method provides a very good trade-off between the build time and ray tracing performance. We evaluated the method within the Embree ray tracing framework and show that it compares favorably with the Embree BVH builders regarding build time while maintaining comparable ray tracing speed. J. Hendrich, Daniel Meister 0002, Jirí Bittner |
Comput. Graph. Forum | 3 |
| 2016 | Performance Comparison of Bounding Volume Hierarchies and Kd-Trees for GPU Ray TracingabstractAbstract We present a performance comparison of bounding volume hierarchies and kd‐trees for ray tracing on many‐core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for very high performance of tracing rays. To achieve low rendering times, we extensively examine the constants used in termination criteria for the two data structures. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd‐trees for simple and moderately complex scenes. On the other hand, kd‐trees have higher performance for complex scenes, in particular for those with high depth complexity. Finally, we analyse the causes of the performance discrepancies using the profiling characteristics of the ray tracing kernels. Marek Vinkler, Vlastimil Havran, Jirí Bittner |
Comput. Graph. Forum | 3 |
| 2016 | Parallel On-Demand Hierarchy Construction on Contemporary GPUsabstractWe present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data structure being traversed. The method is based on a versatile framework built around a task pool and runs entirely on the GPU. We show that the on-demand construction can improve rendering times compared to full hierarchy construction. We evaluate our method on both object (BVH) and space (kd-tree) subdivision data structures and compare them mutually. The on-demand method is particularly beneficial for rendering large scenes with high occlusion. We also present SAH kd-tree builder that outperforms previous state-of-the-art builders running on the GPU. Marek Vinkler, Vlastimil Havran, Jirí Bittner, Jirí Sochor |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2016 | Parallel BVH construction using k-means clustering
Daniel Meister 0002, Jirí Bittner |
Vis. Comput. | 2 |
| 2015 | Incremental BVH construction for ray tracing
Jirí Bittner, Michal Hapala, Vlastimil Havran |
Comput. Graph. | 1 |
| 2015 | T-SAH: Animation Optimized Bounding Volume HierarchiesabstractAbstract We propose a method for creating a bounding volume hierarchy (BVH) that is optimized for all frames of a given animated scene. The method is based on a novel extension of surface area heuristic to temporal domain (T‐SAH). We perform iterative BVH optimization using T‐SAH and create a single BVH accounting for scene geometry distribution at different frames of the animation. Having a single optimized BVH for the whole animation makes our method extremely easy to integrate to any application using BVHs, limiting the per‐frame overhead only to refitting the bounding volumes. We evaluated the T‐SAH optimized BVHs in the scope of real‐time GPU ray tracing. We demonstrate, that our method can handle even highly complex inputs with large deformations and significant topology changes. The results show, that in a vast majority of tested scenes our method provides significantly better run‐time performance than traditional SAH and also better performance than GPU based per‐frame BVH rebuild. Jirí Bittner, Daniel Meister 0002 |
Comput. Graph. Forum | 1 |
| 2015 | CHC+RT: Coherent Hierarchical Culling for Ray TracingabstractAbstract We propose a new technique for in‐core and out‐of‐core GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader‐based ray tracing kernels. By combining hierarchies in both ray space and object space, the method is able to share intermediate traversal results among multiple rays. We exploit temporal coherence among similar ray sets between frames and also within the given frame. A suitable management of the current visibility state makes it possible to benefit from occlusion culling for less coherent ray types like diffuse reflections. Since large scenes are still a challenge for modern GPU ray tracers, our method is most useful for scenes with medium to high complexity, especially since our method inherently supports ray tracing highly complex scenes that do not fit in GPU memory. For in‐core scenes our method is comparable to CUDA ray tracing and performs up to5.94× better than pure shader‐based ray tracing. Oliver Mattausch, Jirí Bittner, Alberto Jaspe-Villanueva, Enrico Gobbetti, Michael Wimmer 0001, Renato Pajarola |
Comput. Graph. Forum | 2 |
| 2013 | Temporally Coherent Adaptive Sampling for Imperfect Shadow MapsabstractAbstract We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real‐time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis‐Hastings sampling and exhibits better temporal coherence of VPLs, which is particularly important for real‐time applications dealing with dynamic scenes. We evaluate the properties of the proposed method in the context of the algorithm based on imperfect shadow maps and compare it with the commonly used inverse transform method. The results indicate that the proposed technique can significantly reduce the temporal flickering artifacts even for scenes with complex materials and textures. Further, we propose a novel splatting scheme for imperfect shadow maps using hardware tessellation. This scheme significantly improves the rendering performance particularly for complex and deformable scenes. We thoroughly analyze the performance of the proposed techniques on test scenes with detailed materials, moving camera, and deforming geometry. Tomás Barák, Jirí Bittner, Vlastimil Havran |
Comput. Graph. Forum | 2 |
| 2013 | Fast Insertion-Based Optimization of Bounding Volume HierarchiesabstractAbstract We present an algorithm for fast optimization of bounding volume hierarchies (BVH) for efficient ray tracing. We perform selective updates of the hierarchy driven by the cost model derived from the surface area heuristic. In each step, the algorithm updates a fraction of the hierarchy nodes to minimize the overall hierarchy cost. The updates are realized by simple operations on the tree nodes: removal, search and insertion. Our method can quickly reduce the cost of the hierarchy constructed by the traditional techniques, such as the surface area heuristic. We evaluate the properties of the proposed method on fourteen test scenes of different complexity including individual objects and architectural scenes. The results show that our method can improve a BVH initially constructed with the surface area heuristic by up to 27% and a BVH constructed with the spatial median split by up to 88%. Jirí Bittner, Michal Hapala, Vlastimil Havran |
Comput. Graph. Forum | 1 |
| 2013 | Massively Parallel Hierarchical Scene Processing with Applications in RenderingabstractAbstract We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide‐and‐conquer ray tracing. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization. Marek Vinkler, Jirí Bittner, Vlastimil Havran, Michal Hapala |
Comput. Graph. Forum | 2 |
| 2012 | Using Annotated Task Models for Accessibility Evaluation
Ivo Malý, Jirí Bittner, Pavel Slavík |
ICCHP (1) | 2 |
| 2011 | Shadow caster culling for efficient shadow mappingabstractWe propose a novel method for efficient construction of shadow maps by culling shadow casters which do not contribute to visible shadows. The method uses a mask of potential shadow receivers to cull shadow casters using a hierarchical occlusion culling algorithm. We propose several variants of the receiver mask implementations with different culling efficiency and computational costs. For scenes with statically focused shadow maps we designed an efficient strategy to incrementally update the shadow map, which comes close to the rendering performance for unshadowed scenes. We show that our method achieves 3x-10x speedup for rendering large city like scenes and 1.5x-2x speedup for rendering an actual game scene. Jirí Bittner, Oliver Mattausch, Ari Silvennoinen, Michael Wimmer 0001 |
SI3D | 1 |
| 2010 | Layout-aware optimization for interactive labeling of 3D models
Ladislav Cmolík, Jirí Bittner |
Comput. Graph. | 2 |
| 2009 | Adaptive global visibility samplingabstractIn this paper we propose a global visibility algorithm which computes from-region visibility for all view cells simultaneously in a progressive manner. We cast rays to sample visibility interactions and use the information carried by a ray for all view cells it intersects. The main contribution of the paper is a set of adaptive sampling strategies based on ray mutations that exploit the spatial coherence of visibility. Our method achieves more than an order of magnitude speedup compared to per-view cell sampling. This provides a practical solution to visibility preprocessing and also enables a new type of interactive visibility analysis application, where it is possible to quickly inspect and modify a coarse global visibility solution that is constantly refined. Jirí Bittner, Oliver Mattausch, Peter Wonka, Vlastimil Havran, Michael Wimmer 0001 |
ACM Trans. Graph. | 1 |
| 2008 | CHC++: Coherent Hierarchical Culling RevisitedabstractAbstract We present a new algorithm for efficient occlusion culling using hardware occlusion queries. The algorithm significantly improves on previous techniques by making better use of temporal and spatial coherence of visibility. This is achieved by using adaptive visibility prediction and query batching. As a result of the new optimizations the number of issued occlusion queries and the number of rendering state changes are significantly reduced. We also propose a simple method for determining tighter bounding volumes for occlusion queries and a method which further reduces the pipeline stalls. The proposed method provides up to an order of magnitude speedup over the previous state of the art. The new technique is simple to implement, does not rely on hardware calibration and integrates well with modern game engines. Oliver Mattausch, Jirí Bittner, Michael Wimmer 0001 |
Comput. Graph. Forum | 2 |
| 2008 | Visibility-driven Mesh Analysis and Visualization through Graph CutsabstractIn this paper we present an algorithm that operates on a triangular mesh and classifies each face of a triangle as either inside or outside. We present three example applications of this core algorithm: normal orientation, inside removal, and layer-based visualization. The distinguishing feature of our algorithm is its robustness even if a difficult input model that includes holes, coplanar triangles, intersecting triangles, and lost connectivity is given. Our algorithm works with the original triangles of the input model and uses sampling to construct a visibility graph that is then segmented using graph cut. Kaichi Zhou, Eugene Zhang, Jirí Bittner, Peter Wonka |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2007 | Optimized subdivisions for preprocessed visibilityabstractThis paper describes a new tool for preprocessed visibility. It puts together view space and object space partitioning in order to control the render cost and memory cost of the visibility description generated by a visibility solver. The presented method progressively refines view space and object space subdivisions while minimizing the associated render and memory costs. Contrary to previous techniques, both subdivisions are driven by actual visibility information. We show that treating view space and object space together provides a powerful method for controlling the efficiency of the resulting visibility data structures. Oliver Mattausch, Jirí Bittner, Peter Wonka, Michael Wimmer 0001 |
Graphics Interface | 2 |
| 2006 | Adaptive Visibility-Driven View Cell Construction
Oliver Mattausch, Jirí Bittner, Michael Wimmer 0001 |
Rendering Techniques | 2 |
| 2005 | Fast Exact From-Region Visibility in Urban Scenes
Jirí Bittner, Peter Wonka, Michael Wimmer 0001 |
Rendering Techniques | 1 |
| 2005 | Ray Maps for Global Illumination
Vlastimil Havran, Jirí Bittner, Robert Herzog, Hans-Peter Seidel |
Rendering Techniques | 2 |
| 2004 | Coherent Hierarchical Culling: Hardware Occlusion Queries Made UsefulabstractAbstract We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of query results. We reuse the results of occlusion queries from the last frame in order to initiate and schedule the queries in the next frame. This is done by processing nodes of a spatial hierarchy in a front‐to‐back order and interleaving occlusion queries with rendering of certain previously visible nodes. The proposed scheduling of the queries makes use of spatial and temporal coherence of visibility. Despite its simplicity, the algorithm achieves good culling efficiency for scenes of various types. The implementation of the algorithm is straightforward and it can be easily integrated in existing real‐time rendering packages based on common hierarchical data structures. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism Jirí Bittner, Michael Wimmer 0001, Harald Piringer, Werner Purgathofer |
Comput. Graph. Forum | 1 |
| 2003 | Exact regional visibility using line space partitioning
Jirí Bittner, Jan Prikryl, Pavel Slavík |
Comput. Graph. | 1 |
| 2001 | Visibility Preprocessing for Urban Scenes using Line Space SubdivisionabstractWe present an algorithm for visibility preprocessing of urban environments. The algorithm uses a subdivision of line space to analytically calculate a conservative potentially visible set for a given region in the scene. We present a detailed evaluation of our method, including a comparison to another recently published visibility preprocessing algorithm. To the best of our knowledge, the proposed method is the first algorithm that scales to large scenes and efficiently handles large view cells. Jirí Bittner, Peter Wonka, Michael Wimmer 0001 |
PG | 1 |
| 2001 | Exploiting coherence in hierarchical visibility algorithmsabstractAbstract We present a series of simple improvements that make use of temporal and spatial coherence in the scope of hierarchical visibility algorithms. Thehierarchy updatingavoids visibility tests of certain interior nodes of the hierarchy. Thevisibility propagationalgorithm reuses information about visibility of neighbouring spatial regions. Finally, theconservative hierarchy updatingavoids visibility tests of the hierarchy nodes that are expected to remain visible. We evaluate the presented methods in the context of hierarchical visibility culling usingocclusion trees. Copyright © 2002 John Wiley & Sons, Ltd. Jirí Bittner, Vlastimil Havran |
Comput. Animat. Virtual Worlds | 1 |
| 2000 | LCTS: Ray Shooting using Longest Common Traversal SequencesabstractWe describe two new techniques of ray shooting acceleration that exploit the traversal coherence of a spatial hierarchy. The first technique determines a sequence of adjacent leaf‐cells of the hierarchy that is pierced by all rays contained within a certain convex shaft. This sequence is used to accelerate ray shooting for all remaining rays within the shaft. The second technique establishes a cut of the hierarchy that contains nodes where the hierarchy traversal can no longer be predetermined for all rays contained within a given shaft. This cut is used to initiate the traversal for all remaining rays contained in the shaft. The description of the methods is followed by results evaluated by their practical implementation. Vlastimil Havran, Jirí Bittner |
Comput. Graph. Forum | 2 |
| 1998 | Hierarchical Visibility Culling with Occlusion TreesabstractIn the scope of rendering complex models with high depth complexity, it is of great importance to design output-sensitive algorithms, i.e., algorithms with the time complexity proportional to the number of visible graphic primitives in the resulting image. In this paper an algorithm allowing efficient culling of the invisible portion of the rendered model is presented. Our approach uses a spatial hierarchy to represent the topology of the model. For a current viewpoint a set of polygonal occluders is determined that are used to build the occlusion tree. In the occlusion tree occlusion volumes of the selected occluders are merged. Visibility from the viewpoint is determined by processing the spatial hierarchy and classifying the visibility of its regions. In this process the occlusion tree is used to determine the viewpoint-to-region visibility efficiently. The algorithm is well-suited for complex models where large occluders are present. Jirí Bittner, Vlastimil Havran, Pavel Slavík |
Computer Graphics International | 1 |