Computing the Aspect Graph for Line Drawings of Polyhedral Objects
IEEE Transactions on Pattern Analysis and Machine Intelligence
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Computing the antipenumbra of an area light source
SIGGRAPH '92 Proceedings of the 19th 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
Global visibility algorithms for illumination computations
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical polygon tiling with coverage masks
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Virtual voyage: interactive navigation in the human colon
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Fast Horizon Computation at All Points of a Terrain With Visibility and Shading Applications
IEEE Transactions on Visualization and Computer Graphics
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The global occlusion map: a new occlusion culling approach
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Erosion based visibility preprocessing
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Breaking the Walls: Scene Partitioning and Portal Creation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
vLOD: High-Fidelity Walkthrough of Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the eleventh international conference on 3D web technology
Enabling scalability by partitioning virtual environments using frontier sets
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Preprocessed global visibility for real-time rendering on low-end hardware
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
Efficient compression of visibility sets
ISVC'05 Proceedings of the First international conference on Advances in Visual Computing
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Hardware-accelerated from-region visibility using a dual ray space
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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In rendering large models, it is important to identify the small subset of primitives that is visible from a given viewpoint. One approach is to partition the viewpoint space into viewpoint cells, and then precompute a visibility table which explicitly records for each viewpoint cell whether or not each primitive is potentially visible. We propose two algorithms for compressing such visibility tables in order to produce compact and natural descriptions of potentially-visible sets. Alternatively, the algorithms can be thought of as techniques for clustering cells and clustering primitives according to visibility criteria. The algorithms are tested on three types of scenes which have very different structures: a terrain model, a building model, and a world consisting of curved tunnels. The results show that the natural structure of each type of scene can automatically be exploited to achieve a compact representation of potentially visible sets.