Graphics gems
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Real-time rendering
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Mathematics for 3D game programming and computer graphics
Mathematics for 3D game programming and computer graphics
IEEE Computer Graphics and Applications
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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We describe a simple and efficient dynamic occlusion- culling algorithm for computing potentially visible sets (PVS) in densely occluded virtual environments. Our method is an optimization of a widely used technique in which a 3D environment is divided into cells and portals. Our algorithm computes the PVS in approximately half the time of previous portal methods at the expense of producing a slightly relaxed PVS. In addition, our algorithm enables fast culling of objects within cells using inexpensive object-space methods by using a lookup table to compute the diminished object-space view frustum. The algorithm takes advantage of temporal coherence, is easy to implement, and is particularly well suited for applications that need to compute a PVS for use in non-rendering tasks such as AI.