Visibility, occlusion, and the aspect graph
International Journal of Computer Vision
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
The global occlusion map: a new occlusion culling approach
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Fast and Robust Smallest Enclosing Balls
ESA '99 Proceedings of the 7th Annual European Symposium on Algorithms
Spherical parametrization and remeshing
ACM SIGGRAPH 2003 Papers
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Supporting real-time visualization with the HDoV tree
Proceedings of the 2003 ACM symposium on Applied computing
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Many 3D scenes (e.g. generated from CAD data) are composed of a multitude of objects that are nested in each other. A showroom, for instance, may contain multiple cars and every car has a gearbox with many gearwheels located inside. Because the objects occlude each other, only few are visible from outside. We present a new technique, Spherical Visibility Sampling (SVS), for real-time 3D rendering of such -- possibly highly complex -- scenes. SVS exploits the occlusion and annotates hierarchically structured objects with directional visibility information in a preprocessing step. For different directions, the directional visibility encodes which objects of a scene's region are visible from the outside of the regions' enclosing bounding sphere. Since there is no need to store a separate view space subdivision as in most techniques based on preprocessed visibility, a small memory footprint is achieved. Using the directional visibility information for an interactive walkthrough, the potentially visible objects can be retrieved very efficiently without the need for further visibility tests. Our evaluation shows that using SVS allows to preprocess complex 3D scenes fast and to visualize them in real time (e.g. a Power Plant model and five animated Boeing 777 models with billions of triangles). Because SVS does not require hardware support for occlusion culling during rendering, it is even applicable for rendering large scenes on mobile devices.