Abstract
In this paper we propose a global visibility algorithm which computes from-region visibility for all view cells simultaneously in a progressive manner. We cast rays to sample visibility interactions and use the information carried by a ray for all view cells it intersects. The main contribution of the paper is a set of adaptive sampling strategies based on ray mutations that exploit the spatial coherence of visibility. Our method achieves more than an order of magnitude speedup compared to per-view cell sampling. This provides a practical solution to visibility preprocessing and also enables a new type of interactive visibility analysis application, where it is possible to quickly inspect and modify a coarse global visibility solution that is constantly refined.
Supplemental Material
Available for Download
Supplementary materials for the Adaptive Global Visibility Sampling paper.
- Airey, J. M., Rohlf, J. H., and Brooks, Jr., F. P. 1990. Towards image realism with interactive update rates in complex virtual building environments. In Computer Graphics (1990 Symposium on Interactive 3D Graphics) 24, 2, 41--50. Google Scholar
Digital Library
- Bittner, J., Wonka, P., and Wimmer, M. 2001. Visibility preprocessing for urban scenes using line space subdivision. In Proc. of Pacific Graphics '01, 276--284. Google Scholar
Digital Library
- Bittner, J. 2003. Hierarchical Techniques for Visibility Computations. PhD thesis, Czech Technical University in Prague.Google Scholar
- Cohen-Or, D., Fibich, G., Halperin, D., and Zadicario, E. 1998. Conservative visibility and strong occlusion for viewspace partitioning of densely occluded scenes. Computer Graphics Forum (Eurographics '98) 17, 3, 243--254.Google Scholar
- Cohen-Or, D., Chrysanthou, Y. L., Silva, C. T., and Durand, F. 2003. A survey of visibility for walkthrough applications. IEEE Trans. On Visualization and Computer Graphics 9, 3, 412--431. Google Scholar
Digital Library
- Duguet, F., and Drettakis, G. 2002. Robust epsilon visibility. ACM Transactions on Graphics 21, 3, 567--575. Google Scholar
Digital Library
- Durand, F., Drettakis, G., Thollot, J., and Puech, C. 2000. Conservative visibility preprocessing using extended projections. In Proc. of SIGGRAPH '00, 239--248. Google Scholar
Digital Library
- Dutré, P., Bala, K., and Bekaert, P. 2003. Advanced Global Illumination. AK Peters. Google Scholar
Digital Library
- Goldberg, D. 1989. Genetic Algorithms in Search, Optimization, and Machine Learning. Addison-Wesley. Google Scholar
Digital Library
- Gotsman, C., Sudarsky, O., and Fayman, J. A. 1999. Optimized occlusion culling using five-dimensional subdivision. Computers and Graphics 23, 5, 645--654.Google Scholar
Cross Ref
- Hastings, A., 2007. Occlusion systems. Insomniac Games Tech Presentation. http://www.insomniacgames.com/tech/articles/1107/occlusion.php.Google Scholar
- Haumont, D., Mäkinen, O., and Nirenstein, S. 2005. A low dimensional framework for exact polygon-to-polygon occlusion queries. In Rendering Techniques '05, 211--222. Google Scholar
Digital Library
- Koltun, V., Chrysanthou, Y., and Cohen-Or, C.-O. 2001. Hardware-accelerated from-region visibility using a dual ray space. In Rendering Techniques '01, 205--216. Google Scholar
Digital Library
- Laine, S. 2005. A general algorithm for output-sensitive visibility preprocessing. In Proc. of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 31--40. Google Scholar
Digital Library
- Lepage, G. 1980. Vegas: An adaptive multidimensional integration program. Tech. Rep. CLNS-80/447, Cornell University.Google Scholar
- Levoy, M., and Hanrahan, P. 1996. Light field rendering. In Proc. of SIGGRAPH '96, 31--42. Google Scholar
Digital Library
- Leyvand, T., Sorkine, O., and Cohen-Or, D. 2003. Ray space factorization for from-region visibility. ACM Transactions on Graphics 22, 3, 595--604. Google Scholar
Digital Library
- Mattausch, O., Bittner, J., and Wimmer, M. 2006. Adaptive visibility-driven view cell construction. In Rendering Techniques '06, 195--206. Google Scholar
Digital Library
- Mattausch, O., Bittner, J., and Wimmer, M. 2008. CHC++: Coherent hierarchical culling revisited. Computer Graphics Forum (Eurographics '08) 27, 3 (Apr.), 221--230.Google Scholar
- Nirenstein, S., and Blake, E. 2004. Hardware accelerated visibility preprocessing using adaptive sampling. In Rendering Techniques '04, 207--216. Google Scholar
Digital Library
- Nirenstein, S., Blake, E., and Gain, J. 2002. Exact from-region visibility culling. In Rendering Techniques '02, 191--202. Google Scholar
Digital Library
- Pito, R. 1999. A solution to the next best view problem for automated surface acquisition. IEEE Trans. Pattern Anal. Mach. Intell. 21, 10, 1016--1030. Google Scholar
Digital Library
- Reshetov, A., Soupikov, A., and Hurley, J. 2005. Multilevel ray tracing algorithm. ACM Transactions on Graphics 24, 3, 1176--1185. Google Scholar
Digital Library
- Schaufler, G., Dorsey, J., Decoret, X., and Sillion, F. 2000. Conservative volumetric visibility with occluder fusion. In Proc. of SIGGRAPH '00, 229--238. Google Scholar
Digital Library
- Shirley, P., Slusallek, P., Wald, I., Mark, B., Stoll, G., and Manocha, D. 2006. SIGGRAPH 2006 course 4, State of the art in interactive ray tracing.Google Scholar
- Teller, S. J., and Séquin, C. H. 1991. Visibility preprocessing for interactive walkthroughs. In Computer Graphics (Proc. of SIGGRAPH '91), 61--69. Google Scholar
Digital Library
- Thompson, S. K., and Seber, G. A. F. 1996. Adaptive Sampling. Wiley.Google Scholar
- van de Panne, M., and Stewart, A. J. 1999. Effective compression techniques for precomputed visibility. In Rendering Techniques '99, 305--316. Google Scholar
Digital Library
- Veach, E., and Guibas, L. J. 1997. Metropolis light transport. In Proc. of SIGGRAPH '97, 65--76. Google Scholar
Digital Library
- Wilson, A., and Manocha, D. 2003. Simplifying complex environments using incremental textured depth meshes. ACM Transactions on Graphics 22, 3, 678--688. Google Scholar
Digital Library
- Wonka, P., Wimmer, M., and Schmalstieg, D. 2000. Visibility preprocessing with occluder fusion for urban walkthroughs. In Rendering Techniques '00, 71--82. Google Scholar
Digital Library
- Wonka, P., Wimmer, M., Zhou, K., Maierhofer, S., Hesina, G., and Reshetov, A. 2006. Guided visibility sampling. ACM Transactions on Graphics 25, 3, 494--502. Google Scholar
Digital Library
Index Terms
Adaptive global visibility sampling
Recommendations
Guided Visibility Sampling++
Visibility computation is a common problem in the field of computer graphics. Examples include occlusion culling, where parts of the scene are culled away, or global illumination simulations, which are based on the mutual visibility of pairs of points ...
Adaptive global visibility sampling
SIGGRAPH '09: ACM SIGGRAPH 2009 papersIn this paper we propose a global visibility algorithm which computes from-region visibility for all view cells simultaneously in a progressive manner. We cast rays to sample visibility interactions and use the information carried by a ray for all view ...
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologiesVirtual environments are rapidly growing in size and complexity. At the same time, there is a strong commercial need for rendering larger and larger scenes at interactive rates. This leads to two basic enhancements, one by increasing the performance and ...





Comments