Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Stabbing and ray shooting in 3 dimensional space
SCG '90 Proceedings of the sixth annual symposium on Computational geometry
Oriented projective geometry
Efficiently Computing and Representing Aspect Graphs 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
Computing the antipenumbra of an area light source
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SCG '93 Proceedings of the ninth annual symposium on Computational geometry
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
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
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th 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
The 3D visibility complex: a new approach to the problems of accurate visibility
Proceedings of the eurographics workshop on Rendering techniques '96
Preprocessing occlusion for real-time selective refinement
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Effective occlusion culling for the interactive display of arbitrary models
Effective occlusion culling for the interactive display of arbitrary models
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Virtual Occluders: An Efficient Intermediate PVS Representation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hardware-Accelerated from-Region Visibility Using a Dual Ray Space
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
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
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Erosion based visibility preprocessing
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
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
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the eleventh international conference on 3D web technology
ACM SIGGRAPH 2006 Papers
Computing an exact spherical visibility map for meshed polyhedra
Proceedings of the 2007 ACM symposium on Solid and physical modeling
Visibility-based feature extraction from discrete models
Proceedings of the 2008 ACM symposium on Solid and physical modeling
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
An incremental SMLAOI algorithm for progressive downloading large scale WebVR scenes
Proceedings of the 14th International Conference on 3D Web Technology
Technical Section: Emergency crowd simulation for outdoor environments
Computers and Graphics
Proceedings of Graphics Interface 2011
Approximative occlusion culling using the hull tree
Proceedings of Graphics Interface 2011
Lazy Visibility Evaluation for Exact Soft Shadows
Computer Graphics Forum
Technical Section: Analytic ambient occlusion using exact from-polygon visibility
Computers and Graphics
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A low dimensional framework for exact polygon-to-polygon occlusion queries
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Fast exact from-region visibility in urban scenes
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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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To pre-process a scene for the purpose of visibility culling during walkthroughs it is necessary to solve visibility from all the elements of a finite partition of viewpoint space. Many conservative and approximate solutions have been developed that solve for visibility rapidly. The idealised exact solution for general 3D scenes has often been regarded as computationally intractable. Our exact algorithm for finding the visible polygons in a scene from a region is a computationally tractable pre-process that can handle scenes of the order of millions of polygons.The essence of our idea is to represent 3-D polygons and the stabbing lines connecting them in a 5-D Euclidean space derived from Plücker space and then to perform geometric subtractions of occluded lines from the set of potential stabbing lines. We have built a query architecture around this query algorithm that allows for its practical application to large scenes.We have tested the algorithm on two different types of scene: despite a large constant computational overhead, it is highly scalable, with a time dependency close to linear in the output produced.