Visibility preprocessing for interactive walkthroughs
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Proceedings of the 27th annual conference on Computer graphics and interactive techniques
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I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
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ICCS '01 Proceedings of the International Conference on Computational Sciences-Part I
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Proceedings of the Eurographics Workshop on Rendering Techniques 2000
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Proceedings of the Eurographics Workshop on Rendering Techniques 2000
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ACM SIGGRAPH 2003 Papers
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PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
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IEEE Transactions on Visualization and Computer Graphics
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EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
vLOD: High-Fidelity Walkthrough of Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
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Proceedings of the 2008 ACM symposium on Solid and physical modeling
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Technical Section: Emergency crowd simulation for outdoor environments
Computers and Graphics
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This paper presents a novel method for computing visibility in 2.5D environments based on a novel theoretical result: the visibility from a region can be conservatively estimated by computing the visibility from a point using appropriately "shrunk" occluders and occludees. We show how approximate, yet conservative, shrunk objects can be efficiently computed in an urban environment. The technique provides a tighter potentially visible set (PVS) compared to the original method in which only occluders are shrunk. Finally, theoretical implications of the shrinking theorem are discussed, opening new research directions.