- Timestamp:
- 09/16/05 18:22:17 (19 years ago)
- Location:
- trunk/VUT/doc/SciReport
- Files:
-
- 2 added
- 2 edited
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trunk/VUT/doc/SciReport/mutual.tex
r277 r282 401 401 If the subdivision does not terminate till reaching a predefined 402 402 subdivision depth, we conservatively classify the tested regions as 403 mutually visible. 403 mutually visible. The conservative verifier is illustrated at 404 Figure~\ref{fig:conservative_sampling}. 405 406 \begin{figure}[htb] 407 \centerline{ 408 \includegraphics[width=0.7\textwidth,draft=\DRAFTFIGS]{figs/conservative_sampling}} 409 \caption{An example of the conservative visibility verification. The figure shows two 410 tested regions (the view cell and the object) and several 411 occluders. For sake of clarity we only show samples which are 412 boundaries of shafts on one path of the line space subdivision tree. 413 The subdivision terminates at the yellow shaft since a single strong 414 occluder has been found. } 415 \label{fig:conservative_sampling} 416 \end{figure} 404 417 405 418 … … 409 422 conservative one. However it will behave differently in the finer 410 423 subdivision of the ray shafts. The idea is to use the above algorithm 411 as far as the shafts get small enough that we can guarantee that even 412 if the shaft is not blocked by the scene objects, a pixel error 413 induced due to omission of objects potential visible behind the shaft 414 is bellow a given threshold. 424 as far as the shafts get small enough that we can neglect objects 425 which can be seen through such a shaft. Even if not all rays inside 426 the shaft are not blocked by scene objects, a pixel error induced due 427 to omission of objects potential visible behind the shaft will be 428 bellow a given threshold. 415 429 416 430 For the computation of the maximal error due to the current shaft we 417 431 assume that one tested region is a view cell, whereas the other is an 418 432 object bounding box or cell of the spatial hierarchy. The threshold is 419 computed as follows: We first triangulate the farthest intersection 420 points in the shaft as seen from the view cell side of the shaft. Then 421 for each computed triangle we calculate a point in the view cell which 422 maximizes the projected area of the triangle. The conservative 423 estimate of the maximal error is then given by a sum of the computed 424 projected areas. 433 computed as follows: We calculate a point in the view cell which 434 maximizes the projected area of the object with respect to the shaft 435 (see Figure~\ref{fig:approximate_sampling}). The conservative estimate 436 of the maximal error is then given by the computed projected area. If 437 this error is below a specified threshold we terminate the subdivision 438 of the current shaft. 439 440 \begin{figure}[htb] 441 \centerline{ 442 \includegraphics[width=0.7\textwidth,draft=\DRAFTFIGS]{figs/approximate_sampling}} 443 \caption{An example of the approximate error bound visibility verification. The figure shows two 444 tested regions (the view cell and the object) and two 445 occluders. The maximal error inside the yellow shaft corresponds to the angle $\alpha$. 446 } 447 \label{fig:approximate_sampling} 448 \end{figure} 425 449 426 450 %Option: - if there is sufficient number of samples from 1 + 2 and some -
trunk/VUT/doc/SciReport/sampling.tex
r279 r282 490 490 are planar planes whereas the EEE are in general quadratic surfaces. 491 491 492 To account for these event we explicitly place samples passing by the 493 object edges which are directed to edges and/or vertices of other 494 objects. 492 To account for these events we explicitly place samples passing by 493 the object edges which are directed to edges and/or vertices of other 494 objects. In this way we perform stochastic sampling at boundaries of 495 the visibility complex~\cite{Durand:1996:VCN}. 495 496 496 497 The first strategy starts similarly to the above described sampling … … 499 500 connectivity information we select a random silhouette edge from this 500 501 object and cast a sample which is tangent to that object at the 501 selected edge 502 selected edge. 502 503 503 504 The second strategy works as follows: we randomly pickup two objects
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