Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
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
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Virtual Occluders: An Efficient Intermediate PVS Representation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
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
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
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Visibility transition planning for dynamic camera control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Frontier sets in large terrains
Proceedings of Graphics Interface 2010
A low dimensional framework for exact polygon-to-polygon occlusion queries
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
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Occlusion culling based on precomputed visibility information is a standard method for accelerating the rendering in real-time graphics applications. In this paper we present a new general algorithm that performs the visibility precomputation for a group of viewcells in an output-sensitive fashion. This is achieved by exploiting the directional coherence of visibility between adjacent viewcells. The algorithm is independent of the underlying from-region visibility solver and is therefore applicable to exact, conservative and aggressive visibility solvers in both 2D and 3D.