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1\chapter{Global Visibility Sampling Tool}
2
3
4The proposed visibility preprocessing framework consists of two major
5steps.
6
7\begin{itemize}
8\item The first step is an aggresive visibility sampling which gives
9initial estimate about global visibility in the scene. The sampling
10itself involves several strategies which will be described in
11section~\ref{sec:sampling}. The imporant property of the aggresive
12sampling step is that it provides a fast progressive solution to
13global visibility and thus it can be easily integrated into the game
14development cycle.
15
16\item The second step is mutual visibility verification. This step
17turns the previous aggresive visibility solution into either exact,
18conservative or error bound aggresive solution. The choice of the
19particular verifier is left on the user in order to select the best
20one for a particular scene, application context and time
21constrains. For example, in scenes like a forest an error bound
22aggresive visibility can be the best compromise between the resulting
23size of the PVS (and framerate) and the visual quality. The exact or
24conservative algorithm can however be chosen for urban scenes where
25ommision of even small objects can be more distructing for the
26user. The mutual visibility tool will be described in the next chapter.
27
28\end{itemize}
29
30
31In traditional visibility preprocessing the view space is
32subdivided into view cells and for each view cell the set of visible
33objects --- potentially visible set (PVS) is computed. This framewoirk
34has been used for conservative, aggresive and exact algorithms.
35
36We propose a different strategy which has several advantages for
37sampling based aggresive visibility preprocessing. The stategy is
38based on the following fundamental ideas:
39\begin{itemize}
40\item Compute progressive global visibility instead of sequential from-region visibility
41\item Replace the roles of view cells and objects for some parts of the computation
42\end{itemize}
43
44Both these points will be addressed in this chapter in more detail.
45
46
47
48\section{Related work}
49\label{VFR3D_RELATED_WORK}
50
51Below we briefly discuss the related work on visibility preprocessing
52in several application areas. In particular we focus on computing
53from-region which has been a core of most previous visibility
54preprocessing techniques.
55
56
57\subsection{Aspect graph}
58
59The first algorithms dealing with from-region visibility belong to the
60area of computer vision. The {\em aspect
61  graph}~\cite{Gigus90,Plantinga:1990:RTH, Sojka:1995:AGT} partitions
62the view space into cells that group viewpoints from which the
63projection of the scene is qualitatively equivalent. The aspect graph
64is a graph describing the view of the scene (aspect) for each cell of
65the partitioning. The major drawback of this approach is that for
66polygonal scenes with $n$ polygons there can be $\Theta(n^9)$ cells in
67the partitioning for unrestricted viewspace. A {\em scale space}
68aspect graph~\cite{bb12595,bb12590} improves robustness of the method
69by merging similar features according to the given scale.
70
71
72\subsection{Potentially visible sets}
73
74
75 In the computer graphics community Airey~\cite{Airey90} introduced
76the concept of {\em potentially visible sets} (PVS).  Airey assumes
77the existence of a natural subdivision of the environment into
78cells. For models of building interiors these cells roughly correspond
79to rooms and corridors.  For each cell the PVS is formed by cells
80visible from any point of that cell.  Airey uses ray shooting to
81approximate visibility between cells of the subdivision and so the
82computed PVS is not conservative.
83
84This concept was further elaborated by Teller et
85al.~\cite{Teller92phd,Teller:1991:VPI} to establish a conservative
86PVS.  The PVS is constructed by testing the existence of a stabbing
87line through a sequence of polygonal portals between cells. Teller
88proposed an exact solution to this problem using \plucker
89coordinates~\cite{Teller:1992:CAA} and a simpler and more robust
90conservative solution~\cite{Teller92phd}.  The portal based methods
91are well suited to static densely occluded environments with a
92particular structure.  For less structured models they can face a
93combinatorial explosion of complexity~\cite{Teller92phd}. Yagel and
94Ray~\cite{Yagel95a} present an algorithm, that uses a regular spatial
95subdivision. Their approach is not sensitive to the structure of the
96model in terms of complexity, but its efficiency is altered by the
97discrete representation of the scene.
98
99Plantinga proposed a PVS algorithm based on a conservative viewspace
100partitioning by evaluating visual
101events~\cite{Plantinga:1993:CVP}. The construction of viewspace
102partitioning was further studied by Chrysanthou et
103al.~\cite{Chrysanthou:1998:VP}, Cohen-Or et al.~\cite{cohen-egc-98}
104and Sadagic~\cite{Sadagic}.  Sudarsky and
105Gotsman~\cite{Sudarsky:1996:OVA} proposed an output-sensitive
106visibility algorithm for dynamic scenes.  Cohen-Or et
107al.~\cite{COZ-gi98} developed a conservative algorithm determining
108visibility of an $\epsilon$-neighborhood of a given viewpoint that was
109used for network based walkthroughs.
110
111Conservative algorithms for computing PVS developed by Durand et
112al.~\cite{EVL-2000-60} and Schaufler et al.~\cite{EVL-2000-59}  make
113use of several simplifying assumptions to avoid the usage of 4D data
114structures.  Wang et al.~\cite{Wang98} proposed an algorithm that
115precomputes visibility within beams originating from the restricted
116viewpoint region. The approach is very similar to the 5D subdivision
117for ray tracing~\cite{Simiakakis:1994:FAS} and so it exhibits similar
118problems, namely inadequate memory and preprocessing complexities.
119Specialized algorithms for computing PVS in \m25d scenes were proposed
120by Wonka et al.~\cite{wonka00}, Koltun et al.~\cite{koltun01}, and
121Bittner et al.~\cite{bittner:2001:PG}.
122
123The exact mutual visibility method presented later in the report is
124based on method exploting \plucker coordinates of
125lines~\cite{bittner02phd,nirenstein:02:egwr,haumont2005}. This
126algorithm uses \plucker coordinates to compute visibility in shafts
127defined by each polygon in the scene.
128
129
130\subsection{Rendering of shadows}
131
132
133The from-region visibility problems include the computation of soft
134shadows due to an areal light source. Continuous algorithms for
135real-time soft shadow generation were studied by Chin and
136Feiner~\cite{Chin:1992:FOP}, Loscos and
137Drettakis~\cite{Loscos:1997:IHS}, and
138Chrysanthou~\cite{Chrysantho1996a} and Chrysanthou and
139Slater~\cite{Chrysanthou:1997:IUS}. Discrete solutions have been
140proposed by Nishita~\cite{Nishita85}, Brotman and
141Badler~\cite{Brotman:1984:GSS}, and Soler and Sillion~\cite{SS98}. An
142exact algorithm computing an antipenumbra of an areal light source was
143developed by Teller~\cite{Teller:1992:CAA}.
144
145
146\subsection{Discontinuity meshing}
147
148
149Discontinuity meshing is used in the context of the radiosity global
150illumination algorithm or computing soft shadows due to areal light
151sources.  First approximate discontinuity meshing algorithms were
152studied by Campbell~\cite{Campbell:1990:AMG, Campbell91},
153Lischinski~\cite{lischinski92a}, and Heckbert~\cite{Heckbert92discon}.
154More elaborate methods were developed by
155Drettakis~\cite{Drettakis94-SSRII, Drettakis94-FSAAL}, and Stewart and
156Ghali~\cite{Stewart93-OSACS, Stewart:1994:FCSb}. These methods are
157capable of creating a complete discontinuity mesh that encodes all
158visual events involving the light source.
159
160The classical radiosity is based on an evaluation of form factors
161between two patches~\cite{Schroder:1993:FFB}. The visibility
162computation is a crucial step in the form factor
163evaluation~\cite{Teller:1993:GVA,Haines94,Teller:1994:POL,
164Nechvile:1996:FFE,Teichmann:WV}. Similar visibility computation takes
165place in the scope of hierarchical radiosity
166algorithms~\cite{Soler:1996:AEB, Drettakis:1997:IUG, Daubert:1997:HLS}.
167
168
169
170\subsection{Global visibility}
171
172 The aim of {\em global visibility} computations is to capture and
173describe visibility in the whole scene~\cite{Durand:1996:VCN}. The
174global visibility algorithms are typically based on some form of {\em
175line space subdivision} that partitions lines or rays into equivalence
176classes according to their visibility classification. Each class
177corresponds to a continuous set of rays with a common visibility
178classification. The techniques differ mainly in the way how the line
179space subdivision is computed and maintained. A practical application
180of most of the proposed global visibility structures for 3D scenes is
181still an open problem.  Prospectively these techniques provide an
182elegant method for ray shooting acceleration --- the ray shooting
183problem can be reduced to a point location in the line space
184subdivision.
185
186
187Pocchiola and Vegter introduced the visibility complex~\cite{pv-vc-93}
188that describes global visibility in 2D scenes. The visibility complex
189has been applied to solve various 2D visibility
190problems~\cite{r-tsvcp-95,r-wvcav-97, r-dvpsv-97,Orti96-UVCRC}.  The
191approach was generalized to 3D by Durand et
192al.~\cite{Durand:1996:VCN}. Nevertheless, no implementation of the 3D
193visibility complex is currently known. Durand et
194al.~\cite{Durand:1997:VSP} introduced the {\em visibility skeleton}
195that is a graph describing a skeleton of the 3D visibility
196complex. The visibility skeleton was verified experimentally and  the
197results indicate that its $O(n^4\log n)$ worst case complexity is much
198better in practice. Pu~\cite{Pu98-DSGIV} developed a similar method to
199the one presented in this chapter. He uses a BSP tree in \plucker
200coordinates to represent a global visibility map for a given set of
201polygons. The computation is performed considering all rays piercing
202the scene and so the method exhibits unacceptable memory complexity
203even for scenes of moderate size. Recently, Duguet and
204Drettakis~\cite{duguet:02:sig} developed a robust variant of the
205visibility skeleton algorithm that uses robust epsilon-visibility
206predicates.
207
208 Discrete methods aiming to describe visibility in a 4D data structure
209were presented by Chrysanthou et al.~\cite{chrysanthou:cgi:98} and
210Blais and Poulin~\cite{blais98a}.  These data structures are closely
211related to the {\em lumigraph}~\cite{Gortler:1996:L,buehler2001} or
212{\em light field}~\cite{Levoy:1996:LFR}. An interesting discrete
213hierarchical visibility algorithm for two-dimensional scenes was
214developed by Hinkenjann and M\"uller~\cite{EVL-1996-10}. One of the
215biggest problems of the discrete solution space data structures is
216their memory consumption required to achieve a reasonable
217accuracy. Prospectively, the scene complexity
218measures~\cite{Cazals:3204:1997} provide a useful estimate on the
219required sampling density and the size of the solution space data
220structure.
221
222
223\subsection{Other applications}
224
225 Certain from-point visibility problems determining visibility over a
226period of time can be transformed to a static from-region visibility
227problem. Such a transformation is particularly useful for antialiasing
228purposes~\cite{grant85a}. The from-region visibility can also be used
229in the context of simulation of the sound
230propagation~\cite{Funkhouser98}. The sound propagation algorithms
231typically require lower resolution than the algorithms simulating the
232propagation of light, but they need to account for simulation of
233attenuation, reflection and time delays.
234
235\section{Algorithm Description}
236
237This section first describes the setup of the global visibility
238sampling algorithm. In particular we describe the view cell
239representation and the novel concept of from-object based
240visibility. The we outline the different visibility sampling
241strategies.
242
243\subsection{View Cell Representation}
244
245\begin{figure}[htb]
246  \centerline{
247    \includegraphics[height=0.35\textwidth,draft=\DRAFTFIGS]{images/vienna_viewcells_01}
248     \includegraphics[height=0.35\textwidth,draft=\DRAFTFIGS]{images/vienna_viewcells_07}
249    }
250
251  \caption{(left) Vienna viewcells. (right) The view cells are prisms with a triangular base. }
252  \label{fig:vienna_viewcells}
253\end{figure}
254
255
256A good partition of the scene into view cells is an essential part of every visibility
257system. If they are chosen too large, the PVS (Potentially Visibible Set)
258of a view cells is too large for efficient culling. If they are chosen too small or
259without consideration, then neighbouring view cells contain redundant PVS information,
260hence boosting the PVS computation and storage costs for the scene. In the left image of figure~\ref{fig:vienna_viewcells} we see view cells of the Vienna model, generated by triangulation of the streets.
261In the closeup (right image) we can see that each triangle is extruded to a given height to form a view cell prism.
262
263In order to efficiently use view cells with our sampling method, we
264require a view cell representation which is
265
266\begin{itemize}
267\item optimized for view cell - ray intersection.
268\item flexible, i.e., it can represent arbitrary geometry.
269\item naturally suited for a hierarchical approach. %(i.e., there is a root view cell containing all others)
270\end{itemize}
271
272We meet these requirements by employing spatial subdivisions (i.e.,
273KD trees and BSP trees), to store the view cells. The initial view cells are
274associated with the leaves. The reason why we chose BSP trees as view cell representation
275is that they are very flexible. View cells forming arbitrary closed meshes can be closely matched.
276Therefore we are able to find a view cells with only a few view ray-plane
277intersections.  Furthermore, the hierarchical structures can be
278exploited as hierarchy of view cells. Interior nodes form larger view cells
279containing the children. If neccessary, a leaf can be easily subdivided into smaller view cells.
280
281Currently we consider three different approaches to generate the initial view cell BSP tree.
282The third method is not restricted to BSP trees, but BSP trees are prefered
283because of their greater flexibility.
284
285
286\begin{table}
287\centering \footnotesize
288\begin{tabular}{|l|c|c|}
289  \hline\hline
290  View cells & Vienna selection & Vienna full \\\hline\hline
291  \#view cells & 105 & 16447 \\\hline\hline
292  \#input polygons & 525 & 82235 \\\hline\hline
293  BSP tree generation time & 0.016s & 10.328s \\\hline\hline
294  view cell insertion time & 0.016s & 7.984s \\\hline\hline
295  \#nodes & 1137 & 597933 \\\hline\hline
296        \#interior nodes & 568 & 298966\\\hline\hline
297        \#leaf nodes  & 569 & 298967\\\hline\hline
298        \#splits & 25 & 188936\\\hline\hline
299        max tree depth & 13 & 27\\\hline\hline
300        avg tree depth & 9.747 & 21.11\\\hline\hlien
301       
302 \end{tabular}
303 \caption{Statistics for view cell BSP tree on the Vienna view cells and a selection of the Vienna view cells.}\label{tab:viewcell_bsp}
304\end{table}
305
306
307\begin{itemize}
308
309\item We use a number of input view cells given in advance. As input view cell
310any closed mesh can be applied. The only requirement is that the
311any two view cells do not overlap.
312First the view cell polygons are extracted, and the BSP is build from
313these polygons using some global optimizations like tree balancing or
314least splits. Then one view cell after the other
315is inserted into the tree to find out the leafes where they are contained
316in. The polygons of the view cell are filtered down the tree,
317guiding the insertion process. Once we reach a leaf and there are no
318more polygons left, we terminate the tree subdivision. If we are on
319the inside of the last split plane (i.e., the leaf represents the
320inside of the view cell), we associate the leaf with the view cell
321(i.e., add a pointer to the view cell). One input view cell can
322be associated with many leafes, whereas each leafs has only one view cell.
323Some statistics about using this method on the vienna view cells set are given in table~\ref{tab:viewcell_bsp}.
324However, sometimes a good set of view cells is not available. Or the scene
325is changed frequently, and the designer does not want to create new view cells on each change.
326In such a case one of the following two methods should rather be chosen, which generate view cells
327automatically.
328
329
330\item We apply a BSP tree subdivision to the scene geometry. Whenever
331the subdivision terminates in a leaf, a view cell is associated with the leaf node.
332This simple approach is justified because it places the view cell borders
333along some discontinuities in the visibility function.
334
335\item  The view cell generation can be guided by the sampling process. We start with
336with a single initial view cell representing the whole space. If a given threshold
337is reached during the preprocessing (e.g., the view cell is pierced by too many rays
338resulting in a large PVS), the view cell is subdivided into smaller cells using some criteria.
339
340In order to evaluate the best split plane, we first have to define the characteristics of a
341good view cell partition:  The view cells should be quite large, while their PVS stays rather small.
342The PVS of each two view cells should be as distinct as possible, otherwise they could be
343merged into a larger view cell if the PVSs are too similar.
344E.g., for a building, the perfect view cells are usually the single rooms connected by portals.
345
346Hence we can define some useful criteria for the split: 1) the number of rays should be roughly equal among the new view cells. 2) The split plane should be chosen in a way that the rays are maximal distinct, i.e., the number
347of rays contributing to more than one cell should be minimized => the PVSs are also distinct. 3) For BSP trees,
348the split plane should be aligned with some scene geometry which is large enough to contribute
349a lot of occlusion power. This criterium can be naturally combined with the second one.
350As termination criterium we can choose the minimum PVS / piercing ray size or the maximal tree depth.
351\end{itemize}
352
353\subsection{From-object based visibility}
354
355 Our framework is based on the idea of sampling visibility by casting
356casting rays through the scene and collecting their contributions. A
357visibility sample is computed by casting a ray from an object towards
358the view cells and computing the nearest intersection with the scene
359objects. All view cells pierced by the ray segment can the object and
360thus the object can be added to their PVS. If the ray is terminated at
361another scene object the PVS of the pierced view cells can also be
362extended by this terminating object. Thus a single ray can make a
363number of contributions to the progressively computed PVSs. A ray
364sample piercing $n$ view cells which is bound by two distinct objects
365contributes by at most $2*n$ entries to the current PVSs. Apart from
366this performance benefit there is also a benefit in terms of the
367sampling density: Assuming that the view cells are usually much larger
368than the objects (which is typically the case) starting the sampling
369deterministically from the objects increases the probability of small
370objects being captured in the PVS.
371
372At this phase of the computation we not only start the samples from
373the objects, but we also store the PVS information centered at the
374objects. Instead of storing a PVS consting of objects visible from
375view cells, every object maintains a PVS consisting of potentially
376visible view cells. While these representations contain exactly the
377same information as we shall see later the object centered PVS is
378better suited for the importance sampling phase as well as the
379visibility verification phase.
380
381
382\subsection{Basic Randomized Sampling}
383
384
385The first phase of the sampling works as follows: At every pass of the
386algorithm visits scene objects sequentially. For every scene object we
387randomly choose a point on its surface. Then a ray is cast from the
388selected point according to the randomly chosen direction. We use a
389uniform distribution of the ray directions with respect to the
390halfspace given by the surface normal. Using this strategy the samples
391at deterministicaly placed at every object, with a randomization of
392the location on the object surface. The uniformly distributed
393direction is a simple and fast strategy to gain initial visibility
394information.
395
396
397 The described algorithm accounts for the irregular distribution of the
398objects: more samples are placed at locations containing more
399objects. Additionally every object is sampled many times depending on
400the number of passes in which this sampling strategy is applied. This
401increases the chance of even a small object being captured in the PVS
402of the view cells from which it is visible.
403
404
405\subsection{Accounting for View Cell Distribution}
406
407 The first modification to the basic algorithm accounts for irregular
408distribution of the view cells. Such a case is common for example in
409urban scenes where the view cells are mostly distributed in a
410horizontal direction and more view cells are placed at denser parts of
411the city. The modification involves replacing the uniformly
412distributed ray direction by directions distributed according to the
413local view cell directional density. This means placing more samples at
414directions where more view cells are located: We select a random
415viecell which lies at the halfpace given by the surface normal at the
416chosen point. We pick a random point inside the view cell and cast a
417ray towards this point.
418
419
420\subsection{Accounting for Visibility Events}
421
422 Visibility events correspond to appearance and disapearance of
423 objects with respect to a moving view point. In polygonal scenes the
424events defined by event surfaces defined by three distinct scene
425edges. Depending on the edge configuration we distinguish between
426vertex-edge events (VE) and tripple edge (EEE) events. The VE surfaces
427are planar planes whereas the EEE are in general quadratic surfaces.
428
429 To account for these event we explicitly place samples passing by the
430object edges which are directed to edges and/or vertices of other
431objects.
432
433
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