Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
View-dependent culling of dynamic systems in virtual environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Output-senstitive rendering and communication in dynamic virtual environments
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Fast incremental maintenance of approximate histograms
ACM Transactions on Database Systems (TODS)
Walking Through a Very Large Virtual Environment in Real-time
Proceedings of the 27th International Conference on Very Large Data Bases
Dynamic Scene Occlusion Culling Using a Regular Grid
SIBGRAPI '02 Proceedings of the 15th Brazilian Symposium on Computer Graphics and Image Processing
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
iTopN: incremental extraction of the N most visible objects
CIKM '03 Proceedings of the twelfth international conference on Information and knowledge management
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
ICDE '06 Proceedings of the 22nd International Conference on Data Engineering
visible nearest neighbor queries
DASFAA'07 Proceedings of the 12th international conference on Database systems for advanced applications
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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Visibility query is fundamental to many analysis and decision-making tasks in virtual environments. Visibility computation is time complex and the complexity escalates in large and dynamic environments, where the visibility set (i.e., the set of visible objects) of any viewpoint is probe to change at any time. However, exact visibility query is rarely necessary. Besides, it is inefficient, if not infeasible, to obtain the exact result in a dynamic environment. In this paper, we formally define an Approximate Visibility Query (AVQ) as follows: given a viewpoint v, a distance ε and a probability p, the answer to an AVQ for the viewpoint v is an approximate visibility set such that its difference with the exact visibility set is guaranteed to be less than ε with confidence p. We propose an approach to correctly and efficiently answer AVQ in large and dynamic environments. Our extensive experiments verified the efficiency of our approach.