Last update: Aug. 28, 1998


Publications on Visibility computation by Gershon Elber et al., at Technion:

BibTeX references.


Visibility as an Intrinsic Property of Geometric Models

by Adi Bar-Lev and Gershon Elber
IEEE Proc. Computer Graphics International 1998 , Hannover.

Abstract

A list of visible polygons for each and every one of the polygons in the model is kept, as well as the light sources in the scene. A pre-processing, view-independent, visibility analysis stage is computed once for a given scene. This gives the Visibility Data Structure (VDS) that becomes part of the model.

Notes

Survey of Ray Tracing acceleration techniques

Bounding Volumes ('80-'86):

  1. Bounding volumes are put around each object or set of objects in the scene:
  2. Intersection Test in 2 phases:

3D Spatial Division ('80-'97):

  1. Divide the space into "voxels" of varying sizes, e.g. through octrees or some hierarchical strategy.
  2. Spatial division stops when a maximal level of division is achieved or until there is no more than one polygon in a voxel.

First-hit ('84):

  1. Take the viewpoint into consideration by using a scanline algorithm, to sort out the 1st polygon being hit by each 1st ray.
  2. This reduces the amount of computation time spent on the 1st-ray casting to the level of a simple scan-line computation step.

The Construction of the VDS

Visibility of a point p :

Visibility domain D in R³ :

Lemma 1 : Max. number of Visibility Domains (VD)

Proof: Given 2 polygons, P1 & P2, the space is divided into 3 VD: 1 s.t. only P1 is visible, 1 s.t. only P2 is visible and 1 where P1 & P2 are both visible. These 3 domains are delineated using a constant number of lines (in R²) or planes (in R³). Given m polygons, we are presented with O(m^2) such delineating lines or planes. O(m^2) such lines or planes can intersect in at most O(m^4) points or lines, respectively. In general position, each of the O(m^4) intersection is shared by 4 neighboring VD. Each such VD employs at least 1 intersection point or line. Hence, the number of VD is also bounded by O(m^4).

Invisibility of a polygon :

Conservative VDS :

Approximate & Practical Construction of the VDS :

  1. Assume all polygons are visible from each polygon Pi in the scene, i.e., the scene is fully conservative.
  2. Remove hidden polygons from Pi's visibility data structure ¥i, using single polygons in the scene as occlusion buffers.

Two types of visibility testing are conducted during the VSD construction:

  1. Reduction of the amount of polygons that are considered visible in each polygon's ¥i. This done in 2 main stages :
  2. Reduction of the amount of polygons in each ¥i of the light sources, in order to reduce the number of light rays which shall be casted (e.g. in ray tracing). This is done in a single stage of:

Volume Containment Test

  1. Assume that all polygons are convex; otherwise decompose then into convex parts.
  2. Approximate the VDS of each light source (point-like or directional), through the computation of shadow volumes. Only one projection point is necessary (i.e., the light source's origin or direction). This step has complexity O(m^2), for one light source. The visibility test of a polygon w/r to a light source is given according to the following lemma:
  3. Approximate the VDS of each polygon. All points on the surface of a polygon must be considered. Compute the (convex) intersection of shadow volumes of all vertices of a polygon Pi w/r to another polygon Pj. This step has complexity O(m^3). Visibility can be tested according to the following lemma:

Applications using VDS

The higher the level of occlusion in the scene, the better one expect in the improvements in relative performance.


Arbitrarily Precise Computation of Gauss Maps and Visibility Sets for Freeform Surfaces

Gershon Elber and Elaine Cohen
Proc. Solid Modeling '95, Salt Lake City, UT, May 1995.

A symbolic method to compute the Gauss map is presented. It can be made arbitrarily precise for piecewise polynomials and rational surfaces.


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