Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Computing the antipenumbra of an area light source
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Combinatorial face enumeration in convex polytopes
Computational Geometry: Theory and Applications
Reverse search for enumeration
Discrete Applied Mathematics - Special volume: first international colloquium on graphs and optimization (GOI), 1992
Splitting a complex of convex polytopes in any dimension
Proceedings of the twelfth annual symposium on Computational geometry
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
Proceedings of the 24th 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
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Occlusion Culling Algorithms: A Comprehensive Survey
Journal of Intelligent and Robotic Systems
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Hardware-Accelerated from-Region Visibility Using a Dual Ray Space
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Visibility Preprocessing for Urban Scenes using Line Space Subdivision
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Data structures for global illumination computation and visibility queries in 3-space
Data structures for global illumination computation and visibility queries in 3-space
dPVS: An Occlusion Culling System for Massive Dynamic Environments
IEEE Computer Graphics and Applications
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
ACM SIGGRAPH 2006 Papers
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Lazy Visibility Evaluation for Exact Soft Shadows
Computer Graphics Forum
Technical Section: Analytic ambient occlusion using exact from-polygon visibility
Computers and Graphics
Aggressive region-based visibility computation using importance sampling
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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Despite the importance of from-region visibility computation in computer graphics, efficient analytic methods are still lacking in the general 3D case. Recently, different algorithms have appeared that maintain occlusion as a complex of polytopes in Plücker space. However, they suffer from high implementation complexity, as well as high computational and memory costs, limiting their usefulness in practice. In this paper, we present a new algorithm that simplifies implementation and computation by operating only on the skeletons of the polyhedra instead of the multi-dimensional face lattice usually used for exact occlusion queries in 3D. This algorithm is sensitive to complexity of the silhouette of each occluding object, rather than the entire polygonal mesh of each object. An intelligent feedback mechanism is presented that greatly enhances early termination by searching for apertures between query polygons. We demonstrate that our technique is several times faster than the state of the art.