RUS  ENG
Полная версия
ЖУРНАЛЫ // Труды института системного программирования РАН

Труды ИСП РАН, 2018, том 30, выпуск 2, страницы 81–98 (Mi tisp310)

Алгоритм удаления невидимых поверхностей на основе программных проверок видимости
В. И. Гонахчян

Список литературы

1. Bittner J., Wonka P., “Visibility in computer graphics”, Environment and Planning B: Planning and Design, 30:5 (2003), 729-755  crossref  scopus
2. Cohen-Or D. et al, “A survey of visibility for walkthrough applications”, IEEE Transactions on Visualization and Computer Graphic, 9:3 (2003), 412-431  crossref  scopus
3. Greene N. et al, “Hierarchical Z-buffer visibility”, Proceedings of the 20th annual conference on Computer graphics and interactive techniques, ACM, 1993  zmath
4. Teller S., Sequin C., “Visibility preprocessing for interactive walkthroughs”, Computer Graphics, 25:4, Proceedings of SIGGRAPH 91 (1991), 61-69  crossref
5. Next Generation Occlusion Culling, http://www.gamasutra.com/view/feature/164660/sponsored_feature_next_generation_.php?print=1 (accessed 09.04.2018)
6. Greene N., “Hierarchical polygon tiling with coverage masks”, Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, 1996, 65-74
7. Zhang H. et al, “Visibility culling using hierarchical occlusion maps”, Proceedings of the 24th annual conference on Computer graphics and interactive techniques, 1997, 77-88
8. Bittner J. et al, “Coherent hierarchical culling: Hardware occlusion queries made useful”, Computer Graphics Forum, 23:3 (2004), 615-624  crossref  scopus
9. Chandrasekaran C. et al, Software Occlusion Culling, https://software.intel.com/en-us/articles/, 2013–2016 (accessed 09.04.2018)
10. Guthe M. et al, “Near Optimal Hierarchical Culling: Performance Driven Use of Hardware Occlusion Queries”, Eurographics Symposium on Rendering, 2006, 207-214
11. Mattausch O. et al, “CHC++: Coherent Hierarchical Culling Revisited”, EUROGRAPHICS, 27:3 (2008)
12. GLAPI/glBeginQuery: https://www.opengl.org/wiki/GLAPI/glBeginQuery (accessed 09.04.2018)
13. Macdonald J. D., Booth K. S., “Heuristics for ray tracing using space subdivision”, Visual Computer, 6:6 (1990), 153-165  crossref  scopus
14. Meissner M. et al, “Generation of Decomposition Hierarchies for Efficient Occlusion Culling of Large Polygonal Models”, Vision, Modeling, and Visualization, v. 1, 2001, 225-232
15. Pharr M., Jakob W., Humphreys G., Physically based rendering: From theory to implementation, Morgan Kaufmann, 2016, 1233 pp.
16. Morozov S., Semenov V., Tarlapan O., Zolotov V., “Indexing of Hierarchically Organized Spatial-Temporal Data Using Dynamic Regular Octrees”, Perspectives of System Informatics, PSI 2017, Lecture Notes in Computer Science, 10742, eds. Petrenko A., Voronkov A., 2018, 276-290  crossref  scopus
17. Золотов В. А., Петрищев К. С., Семенов В. А., “Исследование методов пространственного индексирования динамических сцен на основе регулярных октодеревьев”, Программирование, 2016, № 6, 59-66  crossref  mathscinet  elib; Zolotov V. A., Petrishchev K. S., Semenov V. A., “Methods of spatial indexing of dynamic scenes based on regular octrees”, Programming and Computer Software, 42:6 (2016), 375-381  crossref  mathscinet  scopus
18. V. A. Semenov, K. A. Kazakov, V. A. Zolotov, “Effective spatial reasoning in complex 4D modeling environments”, eWork and eBusiness in Architecture, Engineering and Construction, eds. A. Mahdavi, B. Martens, R. Scherer, CRC Press, Taylor & Francis Group, London, UK, 2015, 181-186
19. Software Occlusion Culling Sample Application: https://github.com/GameTechDev/OcclusionCulling (accessed 09.04.2018)
20. Marschner S., Shirley P., Fundamentals of computer graphics, pp. 45-49, 3rd, CRC Press, 2015  mathscinet
21. Gonakhchyan V., “Comparison of hierarchies for occlusion culling based on occlusion queries”, Proceedings of the GraphiCon 2017 conference on Computer Graphics and Vision, 32-36


© МИАН, 2026