Exact From-Region Visibility Culling

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 Plucker 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.

[1]  Joëlle Thollot,et al.  Conservative visibility preprocessing using extended projections , 2000, SIGGRAPH.

[2]  Frédo Durand,et al.  The 3D Visibility Complex: A New Approach to the Problems of Accurate Visibility , 1996, Rendering Techniques.

[3]  Carlos Andújar,et al.  Integrating Occlusion Culling and Levels of Detail through Hardly‐Visible Sets , 2000, Comput. Graph. Forum.

[4]  Komei Fukuda,et al.  Combinatorial Face Enumeration in Convex Polytopes , 1994, Comput. Geom..

[5]  David M. Mount,et al.  Data structures for global illumination computation and visibility queries in 3-space , 1998 .

[6]  Frederick P. Brooks,et al.  Towards image realism with interactive update rates in complex virtual building environments , 1990, I3D '90.

[7]  Craig Gotsman,et al.  Optimized occlusion culling using five-dimensional subdivision , 1999, Comput. Graph..

[8]  Seth Teller,et al.  Visibility Computations in Densely Occluded Polyhedral Environments , 1992 .

[9]  Michel Pocchiola,et al.  The visibility complex , 1993, SCG '93.

[10]  Pere Brunet,et al.  The visibility octree: a data structure for 3D navigation , 1999, Comput. Graph..

[11]  David Avis,et al.  Reverse Search for Enumeration , 1996, Discret. Appl. Math..

[12]  François X. Sillion,et al.  Conservative volumetric visibility with occluder fusion , 2000, SIGGRAPH.

[13]  Frédo Durand,et al.  A Survey of Visibility for Walkthrough Applications , 2003, IEEE Trans. Vis. Comput. Graph..

[14]  Valerio Pascucci,et al.  Splitting a complex of convex polytopes in any dimension , 1996, SCG '96.

[15]  Seth Teller,et al.  Stabbing Oriented Convex Polygons in Randomized O(n2) Time , 1992 .

[16]  Daniel Cohen-Or,et al.  Virtual Occluders: An Efficient Intermediate PVS Representation , 2000, Rendering Techniques.

[17]  Dirk Bartz,et al.  OpenGL-assisted occlusion culling for large polygonal models , 1999, Comput. Graph..

[18]  D. M. Y. Sommerville Analytical geometry of three dimensions , 1934 .

[19]  Hansong Zhang,et al.  Effective occlusion culling for the interactive display of arbitrary models , 1998 .

[20]  Michael Wimmer,et al.  Visibility preprocessing for urban scenes using line space subdivision , 2001, Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001.

[21]  Raimund Seidel,et al.  Efficiently Computing and Representing Aspect Graphs of Polyhedral Objects , 1991, IEEE Trans. Pattern Anal. Mach. Intell..

[22]  Michael Wimmer,et al.  Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs , 2000, Rendering Techniques.

[23]  Marco Pellegrini,et al.  Stabbing and ray shooting in 3 dimensional space , 1990, SCG '90.

[24]  Tiow Seng Tan,et al.  Preprocessing occlusion for real-time selective refinement , 1999, SI3D.

[25]  Carlo H. Séquin,et al.  Visibility preprocessing for interactive walkthroughs , 1991, SIGGRAPH.

[26]  Frédo Durand,et al.  The visibility skeleton: a powerful and efficient multi-purpose global visibility tool , 1997, SIGGRAPH.

[27]  Daniel Cohen-Or,et al.  Hardware-Accelerated from-Region Visibility Using a Dual Ray Space , 2001, Rendering Techniques.

[28]  Frédo Durand,et al.  3d visibility: analytical study and applications , 1999 .

[29]  Cláudio T. Silva,et al.  The Prioritized-Layered Projection Algorithm for Visible Set Estimation , 2000, IEEE Trans. Vis. Comput. Graph..

[30]  Jorge Stolfi,et al.  Oriented projective geometry , 1987, SCG '87.

[31]  Seth J. Teller,et al.  Computing the antipenumbra of an area light source , 1992, SIGGRAPH.

[32]  Daniel Cohen-Or,et al.  Conservative Visibility and Strong Occlusion for Viewspace Partitioning of Densely Occluded Scenes , 1998, Comput. Graph. Forum.

[33]  Dinesh Manocha,et al.  Visibility culling using hierarchical occlusion maps , 1997, SIGGRAPH.