A fast algorithm for particle simulations
Journal of Computational Physics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Global visibility algorithms for illumination computations
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The 3D visibility complex: a new approach to the problems of accurate visibility
Proceedings of the eurographics workshop on Rendering techniques '96
Accurate visibility and meshing calculations for hierarchical radiosity
Proceedings of the eurographics workshop on Rendering techniques '96
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Radiosity for Point-Sampled Geometry
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
A survey of point-based techniques in computer graphics
Computers and Graphics
Visibility of point clouds and mapping of unknown environments
ACIVS'06 Proceedings of the 8th international conference on Advanced Concepts For Intelligent Vision Systems
Interactive ray tracing of point-based models
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Interactive person path analysis in reconstructed public buildings
Proceedings of the 25th Spring Conference on Computer Graphics
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Point-sampled geometry has gained significant interest due to their simplicity. The lack of connectivity touted as a plus, however, creates difficulties in many operations like generating global illumination effects. This becomes especially true when we have a complex scene consisting of several models. The data is often hard to segment as individual models and hence not suitable for surface reconstruction. Inter-reflections in such complex scenes requires knowledge of visibility between point pairs. Computing visibility for point models is all the more difficult (than for polygonal models), since we do not have any surface or object information. We present in this paper a novel, hierarchical, fast and memory efficient algorithm to compute a description of mutual visibility in the form of a visibility map. Ray shooting and visibility queries can be answered in sub-linear time using this data structure. We evaluate our scheme analytically, qualitatively, and quantitatively and conclude that these maps are desirable.