TY - GEN
T1 - Voronoi diagram depth sorting for polygon visibility ordering
AU - Fukushige, Shinichi
AU - Suzuki, Hiromasa
PY - 2006
Y1 - 2006
N2 - Visibility determination is one of the oldest problems in computer graphics. The visibility, in terms of back-to-front polygon visibility ordering, can be determined by updating a priority list as the viewpoint moves. A new list-priority algorithm, utilizing a property of Voronoi diagrams, is proposed in this paper. In the preprocessing phase, the 3D space is divided into Voronoi cells in order to cluster polygons that can be assigned a fixed set of priority orders within the cluster. and during the post-processing phase, the clusters and contained polygons are depth-sorted correctly. The most time-consuming work is undertaken during the pre-processing phase that only has to be executed once for the scene. All the polygons in a cluster are pre-computed to obtain the view independent priority order within the cluster. Thus, a relatively simple task is left in the post-processing phase, which is only to sort the clusters repeatedly when the viewpoint is changed. One reason to explore list-priority algorithm is because they offer flexibility that hardware configuration (such as Z-buffer approach) do not possess. One example is that of rendering with the correct treatment of the translucency effects. Translucency is an important graphics effect that can be used to increase the realism of the rendered scene or to enable more effective visual inspection in visualization.
AB - Visibility determination is one of the oldest problems in computer graphics. The visibility, in terms of back-to-front polygon visibility ordering, can be determined by updating a priority list as the viewpoint moves. A new list-priority algorithm, utilizing a property of Voronoi diagrams, is proposed in this paper. In the preprocessing phase, the 3D space is divided into Voronoi cells in order to cluster polygons that can be assigned a fixed set of priority orders within the cluster. and during the post-processing phase, the clusters and contained polygons are depth-sorted correctly. The most time-consuming work is undertaken during the pre-processing phase that only has to be executed once for the scene. All the polygons in a cluster are pre-computed to obtain the view independent priority order within the cluster. Thus, a relatively simple task is left in the post-processing phase, which is only to sort the clusters repeatedly when the viewpoint is changed. One reason to explore list-priority algorithm is because they offer flexibility that hardware configuration (such as Z-buffer approach) do not possess. One example is that of rendering with the correct treatment of the translucency effects. Translucency is an important graphics effect that can be used to increase the realism of the rendered scene or to enable more effective visual inspection in visualization.
KW - Depth sorting
KW - Transparency rendering
KW - Visibility determination
KW - Voronoi diagram
UR - http://www.scopus.com/inward/record.url?scp=34547208227&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=34547208227&partnerID=8YFLogxK
U2 - 10.1145/1174429.1174506
DO - 10.1145/1174429.1174506
M3 - Conference contribution
AN - SCOPUS:34547208227
SN - 1595935649
SN - 9781595935649
T3 - Proceedings - GRAPHITE 2006: 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
SP - 461
EP - 467
BT - Proceedings - GRAPHITE 2006
T2 - GRAPHITE 2006: 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
Y2 - 29 November 2006 through 2 December 2006
ER -