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1\chapter{Global Visibility Sampling}
2
3\label{chap:sampling}
4
5The proposed visibility preprocessing framework consists of two major
6steps.
7
8\begin{itemize}
9\item The first step is an aggressive visibility sampling which gives
10initial estimate about global visibility in the scene. The sampling
11itself involves several strategies which will be described bellow.
12The important property of the aggressive sampling step is that it
13provides a fast progressive solution to global visibility and thus it
14can be easily integrated into the game development cycle. The
15aggressive sampling will terminate when the average contribution of new
16ray samples falls bellow a predefined threshold.
17
18\item The second step is mutual visibility verification. This step
19turns the previous aggressive visibility solution into either exact,
20conservative or error bound aggressive solution. The choice of the
21particular verifier is left on the user in order to select the best
22one for a particular scene, application context and time
23constrains. For example, in scenes like a forest an error bound
24aggressive visibility can be the best compromise between the resulting
25size of the PVS (and frame rate) and the visual quality. The exact or
26conservative algorithm can however be chosen for urban scenes where
27omission of even small objects can be more distracting for the
28user. The mutual visibility verification will be described in the next
29chapter.
30
31\end{itemize}
32
33In traditional visibility preprocessing the view space is
34subdivided into view cells and for each view cell the set of visible
35objects --- potentially visible set (PVS) is computed. This framework
36has been used for conservative, aggressive and exact algorithms.
37
38We propose a different strategy which has several advantages for
39sampling based aggressive visibility preprocessing. The strategy is
40based on the following fundamental ideas:
41\begin{itemize}
42\item Compute progressive global visibility instead of sequential from-region visibility
43\item Replace the roles of view cells and objects for some parts of the computation
44\end{itemize}
45
46Both these points will be addressed in this chapter in more detail.
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 view space. 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{bittner:02:phd,nirenstein:02:egwr,haumont2005:egsr}. 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 Space Partitioning}
244
245
246
247
248Before the visibility computation itself, we subdivide the space of
249all possible viewpoints and viewing directions into view cells. A good
250partition of the scene into view cells is an essential part of every
251visibility system. If they are chosen too large, the PVS (Potentially
252Visible Set)  of a view cells is too large for efficient culling. If
253they are chosen too small or without consideration, then neighbouring
254view cells contain redundant PVS information, hence boosting the PVS
255computation and storage costs for the scene. In the left image of
256figure~\ref{fig:vienna_viewcells} we see view cells of the Vienna
257model, generated by triangulation of the streets.  In the closeup
258(right image) we can see that each triangle is extruded to a given
259height to form a view cell prism.
260
261\begin{figure}[htb]
262  \centerline{
263    \includegraphics[height=0.35\textwidth,draft=\DRAFTFIGS]{images/vienna_viewcells_01}
264     \includegraphics[height=0.35\textwidth,draft=\DRAFTFIGS]{images/vienna_viewcells_07}
265    }
266
267  \caption{(left) Vienna view cells. (right) The view cells are prisms with a triangular base. }
268  \label{fig:vienna_viewcells}
269\end{figure}
270
271In order to efficiently use view cells with our sampling method, we
272require a view cell representation which is
273
274\begin{itemize}
275\item optimized for view cell - ray intersection.
276\item flexible, i.e., it can represent arbitrary geometry.
277\item naturally suited for a hierarchical approach. %(i.e., there is a root view cell containing all others)
278\end{itemize}
279
280We meet these requirements by employing spatial subdivisions (i.e.,
281KD trees and BSP trees), to store the view cells. The initial view
282cells are associated with the leaves. The reason why we chose BSP
283trees as view cell representation  is that they are very
284flexible. View cells forming arbitrary closed meshes can be closely
285matched.  Therefore we are able to find a view cells with only a few
286view ray-plane intersections.  Furthermore, the hierarchical
287structures can be exploited as hierarchy of view cells. Interior nodes
288form larger view cells containing the children. If necessary, a leaf
289can be easily subdivided into smaller view cells.
290
291Currently we consider three different approaches to generate the
292initial view cell BSP tree.  The third method is not restricted to BSP
293trees, but BSP trees are preferred  because of their greater
294flexibility.
295
296
297\begin{table}
298\centering \footnotesize
299\begin{tabular}{|l|c|c|}
300  \hline\hline
301  View cells & Vienna selection & Vienna full \\\hline\hline
302  \#view cells & 105 & 16447 \\\hline\hline
303  \#input polygons & 525 & 82235 \\\hline\hline
304  BSP tree generation time & 0.016s & 10.328s \\\hline\hline
305  view cell insertion time & 0.016s & 7.984s \\\hline\hline
306  \#nodes & 1137 & 597933 \\\hline\hline
307  \#interior nodes & 568 & 298966\\\hline\hline
308  \#leaf nodes  & 569 & 298967\\\hline\hline
309  \#splits & 25 & 188936\\\hline\hline
310  max tree depth & 13 & 27\\\hline\hline
311  avg tree depth & 9.747 & 21.11\\\hline\hline
312 
313 \end{tabular}
314 \caption{Statistics for view cell BSP tree on the Vienna view cells and a selection of the Vienna view cells.}\label{tab:viewcell_bsp}
315\end{table}
316
317
318\begin{itemize}
319
320\item We use a number of input view cells given in advance. As input
321view cell  any closed mesh can be applied. The only requirement is
322that the any two view cells do not overlap.  First the view cell
323polygons are extracted, and the BSP is build from these polygons using
324some global optimizations like tree balancing or least splits. Then
325one view cell after the other is inserted into the tree to find out
326the leaves where they are contained in. The polygons of the view cell
327are filtered down the tree, guiding the insertion process. Once we
328reach a leaf and there are no more polygons left, we terminate the
329tree subdivision. If we are on the inside of the last split plane
330(i.e., the leaf represents the inside of the view cell), we associate
331the leaf with the view cell (i.e., add a pointer to the view
332cell). One input view cell can be associated with many leaves, whereas
333each leafs has only one view cell.  Some statistics about using this
334method on the Vienna view cells set are given in
335table~\ref{tab:viewcell_bsp}.  However, sometimes a good set of view
336cells is not available. Or the scene is changed frequently, and the
337designer does not want to create new view cells on each change.  In
338such a case one of the following two methods should rather be chosen,
339which generate view cells automatically.
340
341
342\item We apply a BSP tree subdivision to the scene geometry. Whenever
343the subdivision terminates in a leaf, a view cell is associated with
344the leaf node.  This simple approach is justified because it places
345the view cell borders  along some discontinuities in the visibility
346function.
347
348\item  The view cell generation can be guided by the sampling
349process. We start with with a single initial view cell representing
350the whole space. If a given threshold is reached during the
351preprocessing (e.g., the view cell is pierced by too many rays
352resulting in a large PVS), the view cell is subdivided into smaller
353cells using some criteria.
354
355In order to evaluate the best split plane, we first have to define the
356characteristics of a good view cell partition:  The view cells should
357be quite large, while their PVS stays rather small.  The PVS of each
358two view cells should be as distinct as possible, otherwise they could
359be merged into a larger view cell if the PVSs are too similar.  E.g.,
360for a building, the perfect view cells are usually the single rooms
361connected by portals.
362
363Hence we can define some useful criteria for the split: 1) the number
364of rays should be roughly equal among the new view cells. 2) The split
365plane should be chosen in a way that the ray sets are disjoint, i.e.,
366the number of rays contributing to more than one cell should be
367minimized. 3) For BSP trees, the split plane should be aligned with
368some scene geometry which is large enough to contribute a lot of
369occlusion power. This criterion can be naturally combined with the
370second one.  As termination criterion we can choose the minimum PVS /
371piercing ray size or the maximal tree depth.
372\end{itemize}
373
374
375% In the future we aim to extend the view cell construction by using
376% feedback from the PVS computation: the view cells which contain many
377% visibility changes will be subdivided further and neighboring view
378% cells with similar PVSs will be merged. We want to gain a more precise
379% information about visibility by selectively storing rays with the
380% view cells and computing visibility statistics for subsets of rays
381% which intersect subregions of the given view cell.
382
383\subsection{From-object based visibility}
384
385 Our framework is based on the idea of sampling visibility by casting
386casting rays through the scene and collecting their contributions. A
387visibility sample is computed by casting a ray from an object towards
388the view cells and computing the nearest intersection with the scene
389objects. All view cells pierced by the ray segment can the object and
390thus the object can be added to their PVS. If the ray is terminated at
391another scene object the PVS of the pierced view cells can also be
392extended by this terminating object. Thus a single ray can make a
393number of contributions to the progressively computed PVSs. A ray
394sample piercing $n$ view cells which is bound by two distinct objects
395contributes by at most $2*n$ entries to the current PVSs. Apart from
396this performance benefit there is also a benefit in terms of the
397sampling density: Assuming that the view cells are usually much larger
398than the objects (which is typically the case) starting the sampling
399deterministically from the objects increases the probability of small
400objects being captured in the PVS.
401
402At this phase of the computation we not only start the samples from
403the objects, but we also store the PVS information centered at the
404objects. Instead of storing a PVS consisting of objects visible from
405view cells, every object maintains a PVS consisting of potentially
406visible view cells. While these representations contain exactly the
407same information as we shall see later the object centered PVS is
408better suited for the importance sampling phase as well as the
409visibility verification phase.
410
411
412\subsection{Naive Randomized Sampling}
413
414The naive global visibility sampling works as follows: At every pass
415of the algorithm visits scene objects sequentially. For every scene
416object we randomly choose a point on its surface. Then a ray is cast
417from the selected point according to the randomly chosen direction
418(see Figure~\ref{fig:sampling}). We use a uniform distribution of the
419ray directions with respect to the half space given by the surface
420normal. Using this strategy the samples at deterministically placed at
421every object, with a randomization of the location on the object
422surface. The uniformly distributed direction is a simple and fast
423strategy to gain initial visibility information.
424
425\begin{figure}%[htb]
426  \centerline{
427    \includegraphics[width=0.4\textwidth, draft=\DRAFTFIGS]{figs/sampling}
428  }
429 
430%\label{tab:online_culling_example}
431  \caption{Three objects and a set of view cells corresponding to leaves
432    of an axis aligned BSP tree. The figure depicts several random
433    samples cast from a selected object (shown in red). Note that most
434    samples contribute to more view cells.  }
435  \label{fig:sampling}
436\end{figure}
437
438The described algorithm accounts for the irregular distribution of the
439objects: more samples are placed at locations containing more
440objects. Additionally every object is sampled many times depending on
441the number of passes in which this sampling strategy is applied. This
442increases the chance of even a small object being captured in the PVS
443of the view cells from which it is visible.
444
445Each ray sample can contribute by a associating a number of view cells
446with the object from which the sample was cast. If the ray does not
447leave the scene it also contributes by associating the pierced view
448cells to the terminating object. Thus as the ray samples are cast we
449can measure the average contribution of a certain number of most
450recent samples.  If this contribution falls bellow a predefined
451constant we move on to the next sampling strategy, which aim to
452discover more complicated visibility relations.
453 
454
455\subsection{Accounting for View Cell Distribution}
456
457 The first modification to the basic algorithm accounts for irregular
458distribution of the view cells. Such a case is common for example in
459urban scenes where the view cells are mostly distributed in a
460horizontal direction and more view cells are placed at denser parts of
461the city. The modification involves replacing the uniformly
462distributed ray direction by directions distributed according to the
463local view cell directional density. This means placing more samples at
464directions where more view cells are located: We select a random
465view cell which lies at the half space given by the surface normal at the
466chosen point. We pick a random point inside the view cell and cast a
467ray towards this point.
468
469
470\subsection{Accounting for Visibility Events}
471
472 Visibility events correspond to appearance and disappearance of
473objects with respect to a moving view point. In polygonal scenes the
474events defined by event surfaces defined by three distinct scene
475edges. Depending on the edge configuration we distinguish between
476vertex-edge events (VE) and triple edge (EEE) events. The VE surfaces
477are planar planes whereas the EEE are in general quadratic surfaces.
478
479 To account for these event we explicitly place samples passing by the
480object edges which are directed to edges and/or vertices of other
481objects.
482
483The first strategy starts similarly to the above described sampling
484methods: we randomly select an object and a point on its surface. Then
485we randomly pickup an object from its PVS. If we have mesh
486connectivity information we select a random silhouette edge from this
487object and cast a sample which is tangent to that object at the
488selected edge .
489
490The second strategy works as follows: we randomly pickup two objects
491which are likely to see each other. Then we determine a ray which is
492tangent to both objects. For simple meshes the determination of such
493rays can be computed geometrically, for more complicated ones it is
494based again on random sampling. The selection of the two objects works
495as follows: first we randomly select the first object and a random
496non-empty view cell for which we know that it can see the object. Then
497we randomly select an object associated with that view cell as the
498second object.
499
500
501 
502\section{Summary}
503
504This chapter described the global visibility sampling algorithm which
505forms a core of the visibility preprocessing framework. The global
506visibility sampling computes aggressive visibility, i.e. it computes a
507subset of the exact PVS for each view cell. The aggressive sampling
508provides a fast progressive solution and thus it can be easily
509integrated into the game development cycle. The sampling itself
510involves several strategies which aim to progressively discover more
511visibility relationships in the scene.
512
513The methods presented in this chapter give a good initial estimate
514about visibility in the scene, which can be verified by the mutual
515visibility algorithms described in the next chapter.
516
517
518
519
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