Volumetric cell-and-portal generation
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Citations
Virtual Crowds: Methods, Simulation, and Control
Way-Finder: guided tours through complex walkthrough models
By-example synthesis of structurally sound patterns
Camera control in computer graphics: models, techniques and applications
Precomputing Geometry-Based Reverberation Effects for Games
References
Sequential Operations in Digital Picture Processing
The watershed transform: definitions, algorithms and parallelization strategies
Adaptively sampled distance fields: a general representation of shape for computer graphics
The Watershed Transformation Applied to Image Segmentation
Related Papers (5)
Frequently Asked Questions (11)
Q2. What future works have the authors mentioned in the paper "Volumetric cell-and-portal generation" ?
In future work, their algorithm could directly benefit from the improvements already published in the watershed literature such as marker-controlled watershed to reduce over-segmentation or computational and memory optimized implementations.
Q3. What is the key step of the algorithm?
The key step of the algorithm is to detect the catchment basins that merge during an iteration t, in order to separate them by a dam.
Q4. What is the definition of the watershed transform?
The watershed transform is a morphological tool that considers a function D as a topographic surface S and defines the catchment basins and the watershed lines of D by means of a flooding process: a hole is pierced at each local minimum of the surface S, afterwards the surface is plunged into a lake at a constant vertical speed.
Q5. What is the mechanism of swap between the central memory and the hard disk?
When the initial full resolution grid does not fit in memory, a mechanism of swap between the central memory and the hard disk is used.
Q6. What is the distance map used by the watershed process?
The distance map is then used by the watershed process to find the contacts between catchment basins, where portals are to be placed.
Q7. What was the main issue before the z-buffer algorithm?
Before the z-buffer algorithm became a de facto standard, exact visibility determination (i.e hidden face removal) was the central issue.
Q8. What is the way to visualize terrain and city?
In the case of 2D 1/2 visualization of terrain and city, one could want to use a CPG, with the portals placed between the different peaks and the different buildings.
Q9. What is the way to store the list of objects in a CPG?
In return, each CPG cell containsthe list of objects composing it, organized by a hierarchical tree to speed up the portal culling (for example a binary tree of Axis Aligned Bounding Boxes).
Q10. What is the problem with the storage of the surface into a BSP?
the storage of the surface into a BSP would solve the efficiency problem, but the memory cost would not be negligible and the construction of a good BSP is not straightforward.
Q11. What are the major changes to the algorithm?
The major changes are:the use of min and max value stored in every node to speed up the algorithms: the portions of the octree that are not concerned by a treatment (labeling, propagation, dilation, ...) can be easily skipped.