Sampling Visibitlity in Three-Space
Martin
Blais, Pierre
Poulin
Proc. Western Computer Graphics Symposium, April 1998
Abstract
We present a visibility algorithm that is based on sampling
the scene for visible surfaces. The subset of lines for which the
visibility is pre-calculated is defined by a two-plane parameterization.
Each sample represents the portion of geometry that is visible for the
lines through that sample's region. Lumping geometry together in
grid cells allows achieving visibility at a coarser level, and improves
the solution. A rendering algorithm that uses this visibility pre-calculation
is presented. Using this method, most hidden geometry is culled and
a speedup in rendering time is obtained.
Some problems remain, however, and are discussed here. Particularly,
some cells are left unrendered because they are missed by the discrete
sampling procedure, thus potentially creating holes in surfaces.
Techniques to improve the solution are proposed. In particular, modifying
the pre- and post-filtering algorithms used in creating/resampling the
field helps remove some of the artifacts. Nonetheless, the algorithm
remains useful for cases where only coarse visibility is needed.
BibTeX entry
@InProceedings{Blais:1998:SV,
author = "Martin Blais and Pierre Poulin",
title = "Sampling Visibility in Three-Space",
pages = "45--52",
booktitle = "Proceedings of the 1998 Western Computer Graphics
Symposium",
year = 1998,
month = apr,
conference = "held in Whistler, B.C.; 23-26 April 1998",
keywords = "visibility, occlusion, culling, image-based rendering",
url = "http://www.iro.umontreal.ca/labs/infographie/papers/",
abstract = "We present a visibility algorithm that is based on
sampling the scene for visible surfaces. The subset of
lines for which the visibility is pre-calculated is
defined by a two-plane parameterization. Each sample
represents the portion of geometry that is visible for
the lines through that sample's region. Lumping
geometry together in grid cells allows achieving
visibility at a coarser level, and improves the
solution. A rendering algorithm that uses this
visibility pre-calculation is presented. Using this
method, most hidden geometry is culled and a speedup in
rendering time is obtained. Some problems remain,
however, and are discussed here. Particularly, some
cells are left unrendered because they are missed by
the discrete sampling procedure, thus potentially
creating holes in surfaces. Techniques to improve the
solution are proposed. In particular, modifying the
pre- and post-filtering algorithms used in
creating/resampling the field helps remove some of the
artifacts. Nonetheless, the algorithm remains useful
for cases where only coarse visibility is needed.",
}
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