Proceedings of the 18th Annual Conference on Computer Graphics and Interactive Techniques 1991
DOI: 10.1145/122718.122725
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Visibility preprocessing for interactive walkthroughs

Abstract: The number of polygons comprising interesting architectural models is many more than can be rendered at interactive frame rates. However, due to occlusion by opaque surfaces (e.g., walls), only a small fraction of atypical model is visible from most viewpoints.We describe a method of visibility preprocessing that is efficient andeffective foraxis-aligned oril.ria/ architectural m[}dels, A model is subdivided into rectangular cc//.$ whose boundaries coincide with major opaque surfaces, Non-opaque p(~rtc~/.rare … Show more

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Cited by 196 publications
(82 citation statements)
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“…To calculate occlusion for regions, a general method is to break down the view space into cells and precompute for each cell a set of objects that are potentially visible (potentially visible sets, PVS). For general scenes, visibility precomputation can become quite costly with respect to time and memory, but for certain scenes, like terrains [20] or building interiors [22] it is possible to use the a priori knowledge about the scene structure for visibility calculation. Cohen-Or et al [2] show an algorithm for densely occluded scenes that does not make use of occluder fusion.…”
Section: Related Workmentioning
confidence: 99%
“…To calculate occlusion for regions, a general method is to break down the view space into cells and precompute for each cell a set of objects that are potentially visible (potentially visible sets, PVS). For general scenes, visibility precomputation can become quite costly with respect to time and memory, but for certain scenes, like terrains [20] or building interiors [22] it is possible to use the a priori knowledge about the scene structure for visibility calculation. Cohen-Or et al [2] show an algorithm for densely occluded scenes that does not make use of occluder fusion.…”
Section: Related Workmentioning
confidence: 99%
“…The subdivision is performed using a kd-tree. It has been extended for general convex cells (non necessarily axis-aligned) using a BSP-tree by Teller et al (Teller and Séquin, 1991). Meneveaux et al (Meneveaux et al, 1998) used a rule-based system which consists in finding the openings (i.e.…”
Section: Architectural Acceleration Structuresmentioning
confidence: 99%
“…Figure 9(a)). Cells-and-portals structures are used in (Airey et al, 1990), (Teller and Séquin, 1991), (Luebke and Georges, 1995) or (Meneveaux et al, 1998) to compute the potentially visible set (or PVS) in architectural environments. From the same perspective and for efficiency purpose, we choose to compute the set of potential visible lights for each cell making up our scenes.…”
Section: Direct Illuminationmentioning
confidence: 99%
“…One exploits a hierarchical Z-buffer to efficiently cull unseen objects [21]. The other approach in [17], [19] divides the whole scene into many cells. Each cell has a predetermined PVS.…”
Section: Interactive Renderingmentioning
confidence: 99%