Changeset 247 for trunk


Ignore:
Timestamp:
08/24/05 13:49:37 (19 years ago)
Author:
bittner
Message:
 
File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/VUT/doc/SciReport/preprocessing.tex

    r246 r247  
    3131can however be chosen for urban scenes where of even small objects can 
    3232be more distructing for the user. 
     33\end{itemize} 
    3334 
    3435 
     
    5253\subsection{From-object based visibility} 
    5354 
    54 Our framework is based on the idea of  
    55  
    56 A visibility sample is computed by casting a ray from an object 
    57 towards the viewcells and computing the nearest intersection with the 
    58 scene objects. All view cells pierced by the ray segment can the 
    59 object and thus the object can be added to their PVS. If the ray is 
    60 terminated at another scene object the PVS of the pierced view cells 
    61 can also be extended by this terminating object. Thus a single ray 
     55Our framework is based on the idea of sampling visibility by casting 
     56casting rays through the scene and collecting their contributions. A 
     57visibility sample is computed by casting a ray from an object towards 
     58the viewcells and computing the nearest intersection with the scene 
     59objects. All view cells pierced by the ray segment can the object and 
     60thus the object can be added to their PVS. If the ray is terminated at 
     61another scene object the PVS of the pierced view cells can also be 
     62extended by this terminating object. Thus a single ray can make a 
     63number of contributions to the progressively computed PVSs. A ray 
    6264sample piercing $n$ viewcells which is bound by two distinct objects 
    63 contributes by at most $2*n$ entries to the current PVSs. 
     65contributes by at most $2*n$ entries to the current PVSs. Appart from 
     66this performance benefit there is also a benefit in terms of the 
     67sampling density: Assuming that the view cells are usually much larger 
     68than the objects (which is typically the case) starting the sampling 
     69deterministically from the objects increases the probability of small 
     70objects being captured in the PVS. 
    6471 
    6572At this phase of the computation we not only start the samples from 
     
    7380 
    7481 
    75 \subsection{Progressive Randomized Sampling} 
     82\subsection{Basic Randomized Sampling} 
    7683 
    7784 
     85The first phase of the sampling works as follows: At every pass of the 
     86algorithm visits scene objects sequentially. For every scene object we 
     87randomly choose a point on its surface. Then a ray is cast from the 
     88selected point according to the randomly chosen direction. We use a 
     89uniform distribution of the ray directions with respect to the 
     90halfspace given by the surface normal. Using this strategy the samples 
     91at deterministicaly placed at every object, with a randomization of 
     92the location on the object surface. The uniformly distributed 
     93direction is a simple and fast strategy to gain initial visibility 
     94information. 
    7895 
    7996 
    80 \subsection{Importance Sampling} 
     97The described algorithm accounts for the irregular distribution of the 
     98objects: more samples are placed at locations containing more 
     99objects. Additionally every object is sampled many times depending on 
     100the number of passes in which this sampling strategy is applied. This 
     101increases the chance of even a small object being captured in the PVS 
     102of the view cells from which it is visible. 
     103 
     104 
     105\subsection{Accounting for View Cell Distribution} 
     106 
     107The first modification to the basic algorithm accounts for 
     108irregular distribution of the viewcells. Such a case in common for 
     109example in urban scenes where the viewcells are mostly distributed in 
     110a horizontal direction and more viewcells are placed at denser parts 
     111of the city. The modification involves replacing the uniformly 
     112distributed ray direction by direction distribution according to the 
     113local view cell density. We select a random viecell which lies at the 
     114halfpace given by the surface normal at the chosen point. We pick a 
     115random point inside the view cell and cast a ray towards this point. 
     116 
     117 
     118\subsection{Accounting for Visibility Events} 
     119 
     120 
    81121 
    82122 
     
    85125 
    86126\subsection{Exact Verifier} 
     127 
     128The exact verifier computes exact mutual visibility between two 
     129polyhedrons in the scene. This is computed by testing visibility 
     130between all pairs of potentially polygons of these polyhedrons. 
     131 
     132 
     133 
    87134 
    88135 
Note: See TracChangeset for help on using the changeset viewer.