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TZID:Australia/Brisbane
X-LIC-LOCATION:Australia/Brisbane
BEGIN:STANDARD
DTSTART:19920301T030000
TZOFFSETFROM:+1100
TZOFFSETTO:+1000
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BEGIN:VEVENT
DTSTAMP:20191203T080637Z
LOCATION:Great Hall 1&2
DTSTART;TZID=Australia/Brisbane:20191117T194400
DTEND;TZID=Australia/Brisbane:20191117T194500
UID:siggraphasia_SIGGRAPH Asia 2019_sess222_papers_247@linklings.com
SUMMARY:The Camera Offset Space: Real-time Potentially Visible Set Computa
 tions for Streaming Rendering
DESCRIPTION:Technical Papers Fast-Forward \n\nThe Camera Offset Space: Rea
 l-time Potentially Visible Set Computations for Streaming Rendering\n\nHla
 dky, Seidel, Steinberger\n\nPotential visibility has historically always b
 een of importance when rendering performance was insufficient.\n	With the 
 rise of virtual reality, rendering power may once again be insufficient, e
 .g., for integrated graphics of head-mounted displays.\n	To tackle the iss
 ue of efficient potential visibility computations on modern graphics hardw
 are, we introduce the camera offset space (COS).\n	Opposite to how traditi
 onal visibility computations work---where one determines which pixels are 
 covered by an object under all potential viewpoints---the COS describes un
 der which camera movement a sample location is covered by a triangle.\n	In
  this way, the COS opens up a new set of possibilities for visibility comp
 utations.\n	By evaluating the pairwise relations of triangles in the COS, 
 we show how to efficiently determine occluded triangles.\n	Constructing th
 e COS for all pixels of a rendered view leads to a complete potentially vi
 sible set (PVS) for complex scenes.\n	By fusing triangles to larger occlud
 ers, including locations between pixel centers, and considering camera rot
 ations, we describe an exact PVS algorithm that includes all viewing direc
 tions inside a view cell.\n	Implementing the COS is a combination of real-
 time rendering and compute steps. We provide the first GPU PVS implementat
 ion that works without preprocessing, on-the-fly, on unconnected triangles
 .\n	This opens the door to a new approach of rendering for virtual reality
  head-mounted displays and server-client settings for streaming 3D applica
 tions such as video games.\n\nRegistration Category: Platinum Pass, Full C
 onference Pass, Full Conference One-Day Pass, Basic Conference Pass, Stude
 nt One-Day Pass, Exhibitor Pass
URL:https://sa2019.conference-program.com/presentation?id=papers_247&sess=
 sess222
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