Abstract
This paper addresses the problem of computing the triangles visible from a region in space. The proposed aggressive visibility solution is based on stochastic ray shooting and can take any triangular model as input. We do not rely on connectivity information, volumetric occluders, or the availability of large occluders, and can therefore process any given input scene. The proposed algorithm is practically memoryless, thereby alleviating the large memory consumption problems prevalent in several previous algorithms. The strategy of our algorithm is to use ray mutations in ray space to cast rays that are likely to sample new triangles. Our algorithm improves the sampling efficiency of previous work by over two orders of magnitude.
Original language | English (US) |
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Pages (from-to) | 494-502 |
Number of pages | 9 |
Journal | ACM transactions on graphics |
Volume | 25 |
Issue number | 3 |
DOIs | |
State | Published - Jul 2006 |
Externally published | Yes |
Event | ACM SIGGRAPH 2006 - Boston, MA, United States Duration: Jul 30 2006 → Aug 3 2006 |
Keywords
- Occlusion culling
- PVS
- Visibility
- Visibility sampling
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design