[273] | 1 | \chapter{Introduction}%\chapter
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[255] | 2 |
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[277] | 3 | \label{chap:introduction}
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[255] | 4 |
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[277] | 5 | \section{Structure of the report}
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[255] | 6 |
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[277] | 7 | The report consists of two introductory chapters, which provide a
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| 8 | theoretical background for description of the algorithms, and three
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| 9 | chapters dealing with the actual visibility algorithms.
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[255] | 10 |
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[277] | 11 | This chapter provides an introduction to visibility by using a
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| 12 | taxonomy of visibility problems and algorithms. The taxonomy is used
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| 13 | to classify the later described visibility
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| 14 | algorithms. Chapter~\ref{chap:analysis} provides an analysis of
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| 15 | visibility in 2D and 3D polygonal scenes. This analysis also includes
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| 16 | formal description of visibility using \plucker coordinates of
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| 17 | lines. \plucker coordinates are exploited later in algorithms for
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| 18 | mutual visibility verification (Chapter~\ref{chap:mutual}).
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[273] | 19 |
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[277] | 20 | Chapter~\ref{chap:online} describes a visibility culling algorithm
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| 21 | used to implement the online visibility culling module. This
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| 22 | algorithm can be used accelerate rendering of fully dynamic scenes
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| 23 | using recent graphics hardware. Chapter~\ref{chap:sampling}
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| 24 | describes global visibility sampling algorithm which forms a core of
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| 25 | the PVS computation module. This chapter also describes view space
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| 26 | partitioning algorithms used in close relation with the PVS
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| 27 | computation. Finally, Chapter~\ref{chap:mutual} describes mutual
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| 28 | visibility verification algorithms, which are used by the PVS
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| 29 | computation module to generate the final solution for precomputed
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| 30 | visibility.
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[273] | 31 |
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| 32 |
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[277] | 33 |
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| 34 |
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[255] | 35 | %% summarize the state of the art
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| 36 | %% visibility algorithms and their relation to the proposed taxonomy of
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| 37 | %% visibility problems. The second part of the survey should serve as a
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| 38 | %% catalogue of visibility algorithms that is indexed by the proposed
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| 39 | %% taxonomy of visibility problems.
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| 40 |
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| 41 |
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| 42 |
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[273] | 43 | \section{Domain of visibility problems}
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[255] | 44 | \label{sec:prob_domain}
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| 45 |
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| 46 | Computer graphics deals with visibility problems in the context of
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| 47 | 2D, \m25d, or 3D scenes. The actual problem domain is given by
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| 48 | restricting the set of rays for which visibility should be
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| 49 | determined.
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| 50 |
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| 51 | Below we list common problem domains used and the corresponding domain
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| 52 | restrictions:
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| 53 |
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| 54 | \begin{enumerate}
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| 55 | \item
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| 56 | {\em visibility along a line}
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| 57 | \begin{enumerate}
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| 58 | \item line
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| 59 | \item ray (origin + direction)
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| 60 | \end{enumerate}
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| 61 | \newpage
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| 62 | \item
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| 63 | {\em visibility from a point} ({\em from-point visibility})
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| 64 | \begin{enumerate}
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| 65 | \item point
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| 66 | \item point + restricted set of rays
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| 67 | \begin{enumerate}
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| 68 | \item point + raster image (discrete form)
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| 69 | \item point + beam (continuous form)
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| 70 | \end{enumerate}
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| 71 | \end{enumerate}
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| 72 |
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| 73 |
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| 74 | \item
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| 75 | {\em visibility from a line segment} ({\em from-segment visibility})
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| 76 | \begin{enumerate}
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| 77 | \item line segment
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| 78 | \item line segment + restricted set of rays
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| 79 | \end{enumerate}
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| 80 |
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| 81 | \item
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| 82 | {\em visibility from a polygon} ({\em from-polygon visibility})
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| 83 | \begin{enumerate}
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| 84 | \item polygon
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| 85 | \item polygon + restricted set of rays
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| 86 | \end{enumerate}
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| 87 |
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| 88 | \item
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| 89 | {\em visibility from a region} ({\em from-region visibility})
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| 90 | \begin{enumerate}
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| 91 | \item region
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| 92 | \item region + restricted set of rays
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| 93 | \end{enumerate}
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| 94 |
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| 95 | \item
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| 96 | {\em global visibility}
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| 97 | \begin{enumerate}
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| 98 | \item no further input (all rays in the scene)
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| 99 | \item restricted set of rays
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| 100 | \end{enumerate}
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| 101 | \end{enumerate}
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| 102 |
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| 103 | The domain restrictions can be given independently of the dimension
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| 104 | of the scene, but the impact of the restrictions differs depending on
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| 105 | the scene dimension. For example, visibility from a polygon is
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| 106 | equivalent to visibility from a (polygonal) region in 2D, but not in
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| 107 | 3D.
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| 108 |
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| 109 | %*****************************************************************************
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| 110 |
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| 111 | \section{Dimension of the problem-relevant line set}
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| 112 |
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| 113 | The six domains of visibility problems stated in
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| 114 | Section~\ref{sec:prob_domain} can be characterized by the {\em
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| 115 | problem-relevant line set} denoted ${\cal L}_R$. We give a
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| 116 | classification of visibility problems according to the dimension of
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| 117 | the problem-relevant line set. We discuss why this classification is
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| 118 | important for understanding the nature of the given visibility problem
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| 119 | and for identifying its relation to other problems.
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| 120 |
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| 121 |
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| 122 | For the following discussion we assume that a line in {\em primal
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| 123 | space} can be mapped to a point in {\em line space}. For purposes of
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| 124 | the classification we define the line space as a vector space where a
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| 125 | point corresponds to a line in the primal space\footnote{A classical
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| 126 | mathematical definition says: Line space is a direct product of two
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| 127 | Hilbert spaces~\cite{Weisstein:1999:CCE}. However, this definition
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| 128 | differs from the common understanding of line space in computer
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| 129 | graphics~\cite{Durand99-phd}}.
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| 130 |
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| 131 |
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| 132 |
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| 133 | \subsection{Parametrization of lines in 2D}
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| 134 |
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| 135 | There are two independent parameters that specify a 2D line and thus
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| 136 | the corresponding set of lines is two-dimensional. There is a natural
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| 137 | duality between lines and points in 2D. For example a line expressed
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| 138 | as: $l:y=ax+c$ is dual to a point $p=(-c,a)$. This particular duality
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| 139 | cannot handle vertical lines. See Figure~\ref{fig:duality2d} for an
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| 140 | example of other dual mappings in the plane. To avoid the singularity
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| 141 | in the mapping, a line $l:ax+by+c=0$ can be represented as a point
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| 142 | $p_l=(a,b,c)$ in 2D projective space ${\cal
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| 143 | P}^2$~\cite{Stolfi:1991:OPG}. Multiplying $p_l$ by a non-zero scalar
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| 144 | we obtain a vector that represents the same line $l$. More details
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| 145 | about this singularity-free mapping will be discussed in
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[277] | 146 | Chapter~\ref{chap:analysis}.
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[255] | 147 |
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| 148 |
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| 149 | \begin{figure}[!htb]
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| 150 | \centerline{
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| 151 | \includegraphics[width=0.9\textwidth,draft=\DRAFTFIGS]{figs/duality2d}}
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| 152 | \caption{Duality between points and lines in 2D.}
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| 153 | \label{fig:duality2d}
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| 154 | \end{figure}
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| 155 |
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| 156 |
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| 157 |
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| 158 |
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| 159 |
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| 160 | To sum up: In 2D there are two degrees of freedom in description of a
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| 161 | line and the corresponding line space is two-dimensional. The
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| 162 | problem-relevant line set ${\cal L}_R$ then forms a $k$-dimensional
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| 163 | subset of ${\cal P}^2$, where $0\leq k \leq 2$. An illustration of the
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| 164 | concept of the problem-relevant line set is depicted in
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| 165 | Figure~\ref{fig:classes}.
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| 166 |
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| 167 |
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| 168 | \begin{figure}[htb]
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| 169 | \centerline{
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| 170 | \includegraphics[width=0.8\textwidth,draft=\DRAFTFIGS]{figs/classes}}
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| 171 | \caption{The problem-relevant set of lines in 2D. The ${\cal L}_R$ for
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| 172 | visibility along a line is formed by a single point that is a mapping
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| 173 | of the given line. The ${\cal L}_R$ for visibility from a point $p$ is
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| 174 | formed by points lying on a line. This line is a dual mapping of the
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| 175 | point $p$. ${\cal L}_R$ for visibility from a line segment is formed
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| 176 | by a 2D region bounded by dual mappings of endpoints of the given
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| 177 | segment.}
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| 178 | \label{fig:classes}
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| 179 | \end{figure}
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| 180 |
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| 181 |
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| 182 | \subsection{Parametrization of lines in 3D}
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| 183 |
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| 184 |
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| 185 | Lines in 3D form a four-parametric space~\cite{p-rsls-97}. A line
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| 186 | intersecting a given scene can be described by two points on a sphere
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| 187 | enclosing the scene. Since the surface of the sphere is a two
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| 188 | parametric space, we need four parameters to describe the line.
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| 189 |
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| 190 | The {\em two plane parametrization} of 3D lines describes a line by
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| 191 | points of intersection with the given two
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| 192 | planes~\cite{Gu:1997:PGT}. This parametrization exhibits a singularity
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| 193 | since it cannot describe lines parallel to these planes. See
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| 194 | Figure~\ref{fig:3dlines} for illustrations of the spherical and the
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| 195 | two plane parameterizations.
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| 196 |
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| 197 |
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| 198 | \begin{figure}[htb]
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| 199 | \centerline{
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| 200 | \includegraphics[width=0.78\textwidth,draft=\DRAFTFIGS]{figs/3dlines}}
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| 201 | \caption{Parametrization of lines in 3D. (left) A line can be
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| 202 | described by two points on a sphere enclosing the scene. (right) The
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| 203 | two plane parametrization describes a line by point of intersection
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| 204 | with two given planes.}
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| 205 | \label{fig:3dlines}
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| 206 | \end{figure}
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| 207 |
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| 208 | Another common parametrization of 3D lines are the {\em \plucker
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| 209 | coordinates}. \plucker coordinates of an oriented 3D line are a six
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| 210 | tuple that can be understood as a point in 5D oriented projective
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| 211 | space~\cite{Stolfi:1991:OPG}. There are six coordinates in \plucker
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| 212 | representation of a line although we know that the ${\cal L}_R$ is
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| 213 | four-dimensional. This can be explained as follows:
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| 214 |
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| 215 | \begin{itemize}
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| 216 | \item Firstly, \plucker coordinates are {\em homogeneous
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| 217 | coordinates} of a 5D point. By multiplication of the coordinates
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| 218 | by any positive scalar we get a mapping of the same line.
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| 219 | \item Secondly, only 4D subset of the 5D oriented projective space
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| 220 | corresponds to real lines. This subset is a 4D ruled quadric called
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| 221 | the {\em \plucker quadric} or the {\em Grassman
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| 222 | manifold}~\cite{Stolfi:1991:OPG,Pu98-DSGIV}.
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| 223 | \end{itemize}
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| 224 |
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| 225 | Although the \plucker coordinates need more coefficients they have no
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[277] | 226 | singularity and preserve some linearities: lines intersecting a set of
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| 227 | lines in 3D correspond to an intersection of 5D hyperplanes. More
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| 228 | details on \plucker coordinates will be discussed in
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| 229 | Chapter~\ref{chap:analysis} and Chapter~\ref{chap:mutual} where they
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| 230 | are used to solve the from-region visibility problem.
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[255] | 231 |
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| 232 | To sum up: In 3D there are four degrees of freedom in the
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| 233 | description of a line and thus the corresponding line space is
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| 234 | four-dimensional. Fixing certain line parameters (e.g. direction) the
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| 235 | problem-relevant line set, denoted ${\cal L}_R$, forms a
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| 236 | $k$-dimensional subset of ${\cal P}^4$, where $0\leq k \leq 4$.
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| 237 |
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| 238 |
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| 239 | \subsection{Visibility along a line}
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| 240 |
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| 241 | The simplest visibility problems deal with visibility along a single
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| 242 | line. The problem-relevant line set is zero-dimensional, i.e. it is
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| 243 | fully specified by the given line. A typical example of a visibility
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| 244 | along a line problem is {\em ray shooting}.
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| 245 |
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| 246 | A similar problem to ray shooting is the {\em point-to-point}
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| 247 | visibility. The point-to-point visibility determines whether the
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| 248 | line segment between two points is occluded, i.e. it has an
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| 249 | intersection with an opaque object in the scene. Point-to-point
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| 250 | visibility provides a visibility classification (answer 1a), whereas
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| 251 | ray shooting determines a visible object (answer 2a) and/or a point of
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| 252 | intersection (answer 3a). Note that the {\em point-to-point}
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| 253 | visibility can be solved easily by means of ray shooting. Another
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| 254 | constructive visibility along a line problem is determining the {\em
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| 255 | maximal free line segments} on a given line. See Figure~\ref{fig:val}
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| 256 | for an illustration of typical visibility along a line problems.
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| 257 |
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| 258 | \begin{figure}[htb]
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| 259 | \centerline{
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| 260 | \includegraphics[width=0.85\textwidth,draft=\DRAFTFIGS]{figs/val}}
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| 261 | \caption{Visibility along a line. (left) Ray shooting. (center) Point-to-point visibility. (right) Maximal free line segments between two points.}
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| 262 | \label{fig:val}
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| 263 | \end{figure}
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| 264 |
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| 265 |
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| 266 | \subsection{Visibility from a point}
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| 267 |
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| 268 | Lines intersecting a point in 3D can be described by two
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| 269 | parameters. For example the lines can be expressed by an intersection
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| 270 | with a unit sphere centered at the given point. The most common
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| 271 | parametrization describes a line by a point of intersection with a
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| 272 | given viewport. Note that this parametrization accounts only for a
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| 273 | subset of lines that intersect the viewport (see Figure~\ref{fig:vfp}).
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| 274 |
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| 275 | \begin{figure}[htb]
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| 276 | \centerline{
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| 277 | \includegraphics[width=0.6\textwidth,draft=\DRAFTFIGS]{figs/vfp}}
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| 278 | \caption{Visibility from a point. Lines intersecting a point can be described by a
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| 279 | point of intersection with the given viewport.}
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| 280 | \label{fig:vfp}
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| 281 | \end{figure}
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| 282 |
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| 283 | In 3D the problem-relevant line set ${\cal L}_R$ is a 2D subset of
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| 284 | the 4D line space. In 2D the ${\cal L}_R$ is a 1D subset of the 2D
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| 285 | line space. The typical visibility from a point problem is the visible
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| 286 | surface determination. Due to its importance the visible surface
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| 287 | determination is covered by the majority of existing visibility
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| 288 | algorithms. Other visibility from a point problem is the construction
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| 289 | of the {\em visibility map} or the {\em point-to-region visibility}
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| 290 | that classifies a region as visible, invisible, or partially visible
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| 291 | with respect to the given point.
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| 292 |
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| 293 |
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| 294 | \subsection{Visibility from a line segment}
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| 295 |
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| 296 | Lines intersecting a line segment in 3D can be described by three
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| 297 | parameters. One parameter fixes the intersection of the line with the
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| 298 | segment the other two express the direction of the line. The
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| 299 | problem-relevant line set ${\cal L}_R$ is three-dimensional and it can
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| 300 | be understood as a 2D cross section of ${\cal L}_R$ swept according
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| 301 | to the translation on the given line segment (see
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| 302 | Figure~\ref{fig:vls}).
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| 303 |
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| 304 |
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| 305 | \begin{figure}[htb]
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| 306 | \centerline{
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| 307 | \includegraphics[width=0.8\textwidth,draft=\DRAFTFIGS]{figs/vls}}
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| 308 | \caption{Visibility from a line segment. (left) Line segment, a
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| 309 | spherical object $O$, and its projections $O^*_0$, $O^*_{0.5}$, $O^*_{1}$
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| 310 | with respect to the three points on the line segment. (right)
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| 311 | A possible parametrization of lines that stacks up 2D planes.
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| 312 | Each plane corresponds to mappings of lines intersecting a given
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| 313 | point on the line segment.}
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| 314 | \label{fig:vls}
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| 315 | \end{figure}
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| 316 |
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| 317 | In 2D lines intersecting a line segment form a two-dimensional
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| 318 | problem-relevant line set. Thus for the 2D case the ${\cal L}_R$ is a
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| 319 | two-dimensional subset of 2D line space.
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| 320 |
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| 321 |
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| 322 | \subsection{Visibility from a region}
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| 323 |
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| 324 | Visibility from a region (or from-region visibility) involves the
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| 325 | most general visibility problems. In 3D the ${\cal L}_R$ is a 4D
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| 326 | subset of the 4D line space. In 2D the ${\cal L}_R$ is a 2D subset of
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[266] | 327 | the 2D line space. Consequently, in the presented classification
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[255] | 328 | visibility from a region in 2D is equivalent to visibility from a line
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| 329 | segment in 2D.
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| 330 |
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| 331 | A typical visibility from a region problem is the problem of {\em
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| 332 | region-to-region} visibility that aims to determine if the two given
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| 333 | regions in the scene are visible, invisible, or partially visible (see
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| 334 | Figure~\ref{fig:vfr}). Another visibility from region problem is the
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| 335 | computation of a {\em potentially visible set} (PVS) with respect to a
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| 336 | given view cell. The PVS consists of a set of objects that are
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| 337 | potentially visible from any point inside the view cell. Further
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| 338 | visibility from a region problems include computing form factors
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| 339 | between two polygons, soft shadow algorithms or discontinuity meshing.
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| 340 |
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| 341 |
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| 342 | \begin{figure}[htb]
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| 343 | \centerline{
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| 344 | \includegraphics[width=0.6\textwidth,draft=\DRAFTFIGS]{figs/vfr}}
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| 345 | \caption{Visibility from a region --- an example of the region-to-region
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| 346 | visibility. Two regions and two occluders $A$, $B$
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| 347 | in a 2D scene. In line space the region-to-region visibility can be
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| 348 | solved by subtracting the sets of lines $A^*$ and $B^*$
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| 349 | intersecting objects $A$ and $B$ from the lines intersecting both
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| 350 | regions.}
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| 351 | \label{fig:vfr}
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| 352 | \end{figure}
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| 353 |
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| 354 |
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| 355 | \subsection{Global visibility}
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| 356 |
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| 357 | According to the classification the global visibility problems can be
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| 358 | seen as an extension of the from-region visibility problems. The
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| 359 | dimension of the problem-relevant line set is the same ($k=2$ for 2D
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| 360 | and $k=4$ for 3D scenes). Nevertheless, the global visibility problems
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| 361 | typically deal with much larger set of rays, i.e. all rays that
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| 362 | penetrate the scene. Additionally, there is no given set of reference
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| 363 | points from which visibility is studied and hence there is no given
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| 364 | priority ordering of objects along each particular line from ${\cal
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| 365 | L}_R$. Therefore an additional parameter must be used to describe
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| 366 | visibility (visible object) along each ray.
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| 367 |
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| 368 |
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| 369 | \subsection{Summary}
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| 370 |
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| 371 | The classification of visibility problems according to the dimension
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| 372 | of the problem-relevant line set is summarized in
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| 373 | Table~\ref{table:classification3D}. This classification provides
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| 374 | means for understanding how difficult it is to compute, describe, and
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| 375 | maintain visibility for a particular class of problems. For example a
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| 376 | data structure representing the visible or occluded parts of the scene
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| 377 | for the visibility from a point problem needs to partition a 2D ${\cal
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| 378 | L}_R$ into visible and occluded sets of lines. This observation
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| 379 | conforms with the traditional visible surface algorithms -- they
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| 380 | partition a 2D viewport into empty/nonempty regions and associate each
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| 381 | nonempty regions (pixels) with a visible object. In this case the
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| 382 | viewport represents the ${\cal L}_R$ as each point of the viewport
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| 383 | corresponds to a line through that point. To analytically describe
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| 384 | visibility from a region a subdivision of 4D ${\cal L}_R$ should be
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| 385 | performed. This is much more difficult than the 2D
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| 386 | subdivision. Moreover the description of visibility from a region
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| 387 | involves non-linear subdivisions of both primal space and line space
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| 388 | even for polygonal scenes~\cite{Teller:1992:CAA,Durand99-phd}.
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| 389 |
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| 390 | \begin{table*}[htb]
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| 391 | \begin{small}
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| 392 | \begin{center}
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| 393 | \begin{tabular}{|l|c|l|}
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| 394 | \hline
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| 395 | \multicolumn{3}{|c|}{2D} \\
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| 396 | \hline
|
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| 397 | \mc{domain} & $d({\cal L}_R)$ & \mc{problems} \\
|
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| 398 | \hline
|
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| 399 | \hline
|
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| 400 | \begin{tabular}{l}visibility along a line\end{tabular} & 0 & \begin{tabular}{l}ray shooting, point-to-point visibility\end{tabular}\\
|
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| 401 | \hline
|
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| 402 | \begin{tabular}{l}visibility from a point\end{tabular} & 1 & \begin{tabular}{l}view around a point, point-to-region visibility\end{tabular}\\
|
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| 403 | \hline
|
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| 404 | \begin{tabular}{l} visibility from a line segment \\ visibility from region \\ global visibility \end{tabular}
|
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| 405 | & 2 & \begin{tabular}{l} region-to-region visibility, PVS \end{tabular}\\
|
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| 406 | \hline
|
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| 407 | \hline
|
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| 408 | \multicolumn{3}{|c|}{3D} \\
|
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| 409 | \hline
|
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| 410 | \mc{domain} & $d({\cal L}_R)$ & \mc{problems} \\
|
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| 411 | \hline
|
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| 412 | \hline
|
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| 413 | \begin{tabular}{l}visibility along a line\end{tabular} & 0 & \begin{tabular}{l} ray shooting, point-to-point visibility \end{tabular}\\
|
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| 414 | \hline
|
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| 415 | \begin{tabular}{l}from point in a surface\end{tabular} & 1 & \begin{tabular}{l} see visibility from point in 2D \end{tabular}\\
|
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| 416 | \hline
|
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| 417 | \begin{tabular}{l}visibility from a point\end{tabular} & 2 & \begin{tabular}{l} visible (hidden) surfaces, point-to-region visibility,\\
|
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| 418 | visibility map, hard shadows
|
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| 419 | \end{tabular} \\
|
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| 420 | \hline
|
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| 421 | \begin{tabular}{l}visibility from a line segment\end{tabular} & 3 & \begin{tabular}{l} segment-to-region visibility (rare) \end{tabular}\\
|
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| 422 | \hline
|
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| 423 | \begin{tabular}{l}visibility from a region\\global visibility\end{tabular} & 4 & \begin{tabular}{l} region-region visibility, PVS, aspect graph,\\
|
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| 424 | soft shadows, discontinuity meshing
|
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| 425 | \end{tabular} \\
|
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| 426 |
|
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| 427 | \hline
|
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| 428 | \end{tabular}
|
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| 429 | \end{center}
|
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| 430 | \end{small}
|
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| 431 | \caption{Classification of visibility problems in 2D and 3D according
|
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| 432 | to the dimension of the problem-relevant line set.}
|
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| 433 | \label{table:classification3D}
|
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| 434 | \end{table*}
|
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| 435 |
|
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| 436 |
|
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| 437 |
|
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| 438 |
|
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| 439 |
|
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| 440 | \section{Classification of visibility algorithms}
|
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| 441 |
|
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| 442 |
|
---|
| 443 | The taxonomy of visibility problems groups similar visibility problems
|
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| 444 | in the same class. A visibility problem can be solved by means of
|
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| 445 | various visibility algorithms. A visibility algorithm poses further
|
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| 446 | restrictions on the input and output data. These restrictions can be
|
---|
| 447 | seen as a more precise definition of the visibility problem that is
|
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| 448 | solved by the algorithm.
|
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| 449 |
|
---|
| 450 | Above we classified visibility problems according to the problem
|
---|
| 451 | domain and the desired answers. In this section we provide a
|
---|
| 452 | classification of visibility algorithms according to other
|
---|
| 453 | important criteria characterizing a particular visibility algorithm.
|
---|
| 454 |
|
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| 455 |
|
---|
| 456 | \subsection{Scene restrictions}
|
---|
| 457 | \label{sec:scene_restrictions}
|
---|
| 458 |
|
---|
| 459 | Visibility algorithms can be classified according to the restrictions
|
---|
| 460 | they pose on the scene description. The type of the scene description
|
---|
| 461 | influences the difficulty of solving the given problem: it is simpler
|
---|
| 462 | to implement an algorithm computing a visibility map for scenes
|
---|
| 463 | consisting of triangles than for scenes with NURBS surfaces. We list
|
---|
| 464 | common restrictions on the scene primitives suitable for visibility
|
---|
| 465 | computations:
|
---|
| 466 |
|
---|
| 467 |
|
---|
| 468 | \begin{itemize}
|
---|
| 469 | \item
|
---|
| 470 | triangles, convex polygons, concave polygons,
|
---|
| 471 |
|
---|
| 472 | \item
|
---|
| 473 | volumetric data,
|
---|
| 474 |
|
---|
| 475 | \item
|
---|
| 476 | points,
|
---|
| 477 |
|
---|
| 478 | \item
|
---|
| 479 | general parametric, implicit, or procedural surfaces.
|
---|
| 480 |
|
---|
| 481 | \end{itemize}
|
---|
| 482 |
|
---|
| 483 | Some attributes of scenes objects further increase the complexity of the visibility computation:
|
---|
| 484 |
|
---|
| 485 | \begin{itemize}
|
---|
| 486 |
|
---|
| 487 | \item
|
---|
| 488 | transparent objects,
|
---|
| 489 |
|
---|
| 490 | \item
|
---|
| 491 | dynamic objects.
|
---|
| 492 |
|
---|
| 493 | \end{itemize}
|
---|
| 494 |
|
---|
| 495 | The majority of analytic visibility algorithms deals with static
|
---|
| 496 | polygonal scenes without transparency. The polygons are often
|
---|
| 497 | subdivided into triangles for easier manipulation and representation.
|
---|
| 498 |
|
---|
| 499 | \subsection{Accuracy}
|
---|
| 500 | \label{sec:accuracy}
|
---|
| 501 |
|
---|
| 502 | Visibility algorithms can be classified according to the accuracy of
|
---|
| 503 | the result as:
|
---|
| 504 |
|
---|
| 505 | \begin{itemize}
|
---|
| 506 | \item exact,
|
---|
| 507 | \item conservative,
|
---|
| 508 | \item aggressive,
|
---|
| 509 | \item approximate.
|
---|
| 510 | \end{itemize}
|
---|
| 511 |
|
---|
| 512 |
|
---|
| 513 | An exact algorithm provides an exact analytic result for the given
|
---|
| 514 | problem (in practice however this result is typically influenced by
|
---|
| 515 | the finite precision of the floating point arithmetics). A
|
---|
| 516 | conservative algorithm overestimates visibility, i.e. it never
|
---|
| 517 | misses any visible object, surface or point. An aggressive algorithm
|
---|
| 518 | always underestimates visibility, i.e. it never reports an invisible
|
---|
| 519 | object, surface or point as visible. An approximate algorithm
|
---|
| 520 | provides only an approximation of the result, i.e. it can overestimate
|
---|
| 521 | visibility for one input and underestimate visibility for another
|
---|
| 522 | input.
|
---|
| 523 |
|
---|
| 524 | The classification according to the accuracy is best illustrated on
|
---|
| 525 | computing PVS: an exact algorithm computes an exact PVS. A
|
---|
| 526 | conservative algorithm computes a superset of the exact PVS. An
|
---|
| 527 | aggressive algorithm determines a subset of the exact PVS. An
|
---|
| 528 | approximate algorithm computes an approximation to the exact PVS that
|
---|
| 529 | is neither its subset or its superset for all possible inputs.
|
---|
| 530 |
|
---|
[266] | 531 | A more precise quality measure of algorithms computing PVSs can be
|
---|
| 532 | expressed by the {\em relative overestimation} and the {\em relative
|
---|
| 533 | underestimation} of the PVS with respect to the exact PVS. We can
|
---|
| 534 | define a quality measure of an algorithm $A$ on input $I$ as a tuple
|
---|
| 535 | $\mbi{Q}^A(I)$:
|
---|
[255] | 536 |
|
---|
[266] | 537 | \begin{eqnarray}
|
---|
| 538 | \mbi{Q}^A(I) & = & (Q^A_o(I), Q^A_u(I)), \qquad I \in {\cal D} \\
|
---|
| 539 | Q^A_o(I) & = & {|S^A(I) \setminus S^{\cal E}(I)| \over |S^{\cal E}(I)|} \\
|
---|
| 540 | Q^A_u(I) & = & {|S^{\cal E}(I) \setminus S^A(I) | \over |S^{\cal E}(I)|}
|
---|
| 541 | \end{eqnarray}
|
---|
| 542 |
|
---|
| 543 | where $I$ is an input from the input domain ${\cal D}$, $S^A(I)$ is
|
---|
| 544 | the PVS determined by the algorithm $A$ for input $I$ and $S^{\cal
|
---|
| 545 | E}(I)$ is the exact PVS for the given input. $Q^A_o(I)$ expresses the
|
---|
| 546 | {\em relative overestimation} of the PVS, $Q^A_u(I)$ is the {\em
|
---|
| 547 | relative underestimation}.
|
---|
| 548 |
|
---|
| 549 | The expected quality of the algorithm over all possible inputs can be
|
---|
| 550 | given as:
|
---|
| 551 |
|
---|
| 552 | \begin{eqnarray}
|
---|
| 553 | Q^A & = & E[\| \mbi{Q}^A(I) \|] \\
|
---|
| 554 | & = & \sum_{\forall I \in {\cal D}} f(I).\sqrt{Q^A_o(I)^2 + Q^A_o(I)^2}
|
---|
| 555 | \end{eqnarray}
|
---|
| 556 |
|
---|
| 557 | where f(I) is the probability density function expressing the
|
---|
| 558 | probability of occurrence of input $I$. The quality measure
|
---|
| 559 | $\mbi{Q}^A(I)$ can be used to classify a PVS algorithm into one of the
|
---|
| 560 | four accuracy classes according to Section~\ref{sec:accuracy}:
|
---|
| 561 |
|
---|
| 562 | \begin{enumerate}
|
---|
| 563 | \item exact\\
|
---|
| 564 | $\forall I \in {\cal D} :Q_o^A(I) = 0 \wedge Q_u^A(I) = 0$
|
---|
| 565 | \item conservative\\
|
---|
| 566 | $\forall I \in {\cal D} : Q_o^A(I) \geq 0 \wedge Q_u^A(I) = 0$
|
---|
| 567 | \item aggressive \\
|
---|
| 568 | $\forall I \in {\cal D} : Q_o^A(I) = 0 \wedge Q_u^A(I) \geq 0$
|
---|
| 569 | \item approximate \\
|
---|
| 570 | $\qquad \exists I_j, I_k \in {\cal D}: Q_o^A(I_j) > 0 \wedge Q_u^A(I_k) > 0$
|
---|
| 571 | \end{enumerate}
|
---|
| 572 |
|
---|
| 573 |
|
---|
| 574 |
|
---|
[255] | 575 | \subsection{Solution space}
|
---|
| 576 |
|
---|
| 577 | \label{sec:solspace}
|
---|
| 578 |
|
---|
| 579 | The solution space is the domain in which the algorithm determines
|
---|
| 580 | the desired result. Note that the solution space does not need to
|
---|
| 581 | match the domain of the result.
|
---|
| 582 |
|
---|
| 583 | The algorithms can be classified as:
|
---|
| 584 |
|
---|
| 585 | \begin{itemize}
|
---|
| 586 | \item discrete,
|
---|
| 587 | \item continuous,
|
---|
| 588 | \item hybrid.
|
---|
| 589 | \end{itemize}
|
---|
| 590 |
|
---|
| 591 | A discrete algorithm solves the problem using a discrete solution
|
---|
| 592 | space; the solution is typically an approximation of the result. A
|
---|
| 593 | continuous algorithm works in a continuous domain and often computes an
|
---|
| 594 | analytic solution to the given problem. A hybrid algorithm uses both
|
---|
| 595 | the discrete and the continuous solution space.
|
---|
| 596 |
|
---|
| 597 | The classification according to the solution space is easily
|
---|
[266] | 598 | demonstrated on visible surface algorithms: The
|
---|
[255] | 599 | z-buffer~\cite{Catmull:1975:CDC} is a common example of a discrete
|
---|
| 600 | algorithm. The Weiler-Atherton algorithm~\cite{Weiler:1977:HSR} is an
|
---|
| 601 | example of a continuous one. A hybrid solution space is used by
|
---|
| 602 | scan-line algorithms that solve the problem in discrete steps
|
---|
| 603 | (scan-lines) and for each step they provide a continuous solution
|
---|
| 604 | (spans).
|
---|
| 605 |
|
---|
| 606 | Further classification reflects the semantics of the solution
|
---|
| 607 | space. According to this criteria we can classify the algorithms as:
|
---|
| 608 |
|
---|
| 609 | \begin{itemize}
|
---|
| 610 | \item primal space (object space),
|
---|
| 611 | \item line space,
|
---|
| 612 | \begin{itemize}
|
---|
| 613 | \item image space,
|
---|
| 614 | \item general,
|
---|
| 615 | \end{itemize}
|
---|
| 616 | \item hybrid.
|
---|
| 617 | \end{itemize}
|
---|
| 618 |
|
---|
| 619 | A primal space algorithm solves the problem by studying the
|
---|
| 620 | visibility between objects without a transformation to a different
|
---|
| 621 | solution space. A line space algorithm studies visibility using a
|
---|
| 622 | transformation of the problem to line space. Image space algorithms
|
---|
| 623 | can be seen as an important subclass of line space algorithms for
|
---|
| 624 | solving visibility from a point problems in 3D. These algorithms cover
|
---|
| 625 | all visible surface algorithms and many visibility culling
|
---|
| 626 | algorithms. They solve visibility in a given image plane that
|
---|
| 627 | represents the problem-relevant line set ${\cal L}_R$ --- each ray
|
---|
| 628 | originating at the viewpoint corresponds to a point in the image plane.
|
---|
| 629 |
|
---|
| 630 | The described classification differs from the sometimes mentioned
|
---|
| 631 | understanding of image space and object space algorithms that
|
---|
| 632 | incorrectly considers all image space algorithms discrete and all
|
---|
| 633 | object space algorithms continuous.
|
---|
| 634 |
|
---|
| 635 |
|
---|
| 636 | %*****************************************************************************
|
---|
| 637 |
|
---|
| 638 |
|
---|
| 639 |
|
---|
| 640 | \section{Summary}
|
---|
| 641 |
|
---|
[266] | 642 | The presented taxonomy classifies visibility problems independently of
|
---|
| 643 | their target application. The classification should help to understand
|
---|
| 644 | the nature of the given problem and it should assist in finding
|
---|
| 645 | relationships between visibility problems and algorithms in different
|
---|
[277] | 646 | application areas. The algorithms address the following classes of
|
---|
[266] | 647 | visibility problems:
|
---|
[255] | 648 |
|
---|
| 649 | \begin{itemize}
|
---|
| 650 | \item Visibility from a point in 3D $d({\cal L}_R)=2$.
|
---|
| 651 | \item Global visibility in 3D $d({\cal L}_R)=4$.
|
---|
| 652 | \item Visibility from a region in 3D, $d({\cal L}_R)=4$.
|
---|
| 653 | \end{itemize}
|
---|
| 654 |
|
---|
| 655 | This chapter discussed several important criteria for the
|
---|
| 656 | classification of visibility algorithms. This classification can be
|
---|
| 657 | seen as a finer structuring of the taxonomy of visibility problems. We
|
---|
| 658 | discussed important steps in the design of a visibility algorithm that
|
---|
| 659 | should also assist in understanding the quality of a visibility
|
---|
[277] | 660 | algorithm. According to the classification the visibility algorithms
|
---|
| 661 | described later in the report address algorithms with the following
|
---|
| 662 | properties:
|
---|
[255] | 663 |
|
---|
| 664 | \begin{itemize}
|
---|
| 665 | \item Domain:
|
---|
| 666 | \begin{itemize}
|
---|
[277] | 667 | \item viewpoint (online visibility culling),
|
---|
| 668 | \item global visibility (global visibility sampling)
|
---|
| 669 | \item polygon or polyhedron (mutual visibility verification)
|
---|
[255] | 670 | \end{itemize}
|
---|
| 671 | \item Scene restrictions (occluders):
|
---|
| 672 | \begin{itemize}
|
---|
| 673 | \item meshes consisting of convex polygons
|
---|
| 674 | \end{itemize}
|
---|
| 675 | \item Scene restrictions (group objects):
|
---|
| 676 | \begin{itemize}
|
---|
[266] | 677 | \item bounding boxes
|
---|
[255] | 678 | \end{itemize}
|
---|
| 679 | \item Output:
|
---|
| 680 | \begin{itemize}
|
---|
| 681 | \item PVS
|
---|
| 682 | \end{itemize}
|
---|
| 683 | \item Accuracy:
|
---|
| 684 | \begin{itemize}
|
---|
| 685 | \item conservative
|
---|
| 686 | \item exact
|
---|
| 687 | \item aggresive
|
---|
| 688 | \end{itemize}
|
---|
[266] | 689 | \item Solution space:
|
---|
[255] | 690 | \begin{itemize}
|
---|
[277] | 691 | \item discrete (online visibility culling, global visibility sampling, conservative and approximate algorithm from the mutual visibility verification)
|
---|
| 692 | \item continuous (exact algorithm from mutual visibility verification)
|
---|
[255] | 693 | \end{itemize}
|
---|
[277] | 694 | \item Solution space data structures: viewport (online visibility culling), ray stack (global visibility sampling, conservative and approximate algorithm from the mutual visibility verification), BSP tree (exact algorithm from the mutual visibility verification)
|
---|
[255] | 695 | \item Use of coherence of visibility:
|
---|
| 696 | \begin{itemize}
|
---|
[277] | 697 | \item spatial coherence (all algorithms)
|
---|
| 698 | \item temporal coherence (online visibility culling)
|
---|
[255] | 699 | \end{itemize}
|
---|
[277] | 700 | \item Output sensitivity: expected in practice (all algorithms)
|
---|
| 701 | \item Acceleration data structure: kD-tree (all algorithms)
|
---|
| 702 | \item Use of graphics hardware: online visibility culling
|
---|
[255] | 703 | \end{itemize}
|
---|
| 704 |
|
---|
| 705 |
|
---|