Last update: Sept. 8, 1998
Publications on Visibility computation by Frédo Durand et al., at iMAGIS :
BibTeX references.
Durand, Frédéric - Drettakis, George - Puech, Claude
Rapport de recherche de l'INRIA - Rhône-Alpes, RR-3446, June
1998.
Submitted to ACM Transactions on Graphics.
Paper available on-line.
Recent hierarchical global illumination algorithms permit the generation of images with a high degree of realism. Nonetheless, appropriate refinement of light transfers, high quality meshing and accurate visibility calculation can be challenging tasks. This is particularly true for scenes containing multiple light sources and scenes lit mainly by indirect light. We present solutions to these problems by extending a global visibility data structure, the Visibility Skeleton. This extension allows us to calculate exact point-to-polygon form-factors at vertices created by subdivision. The structure also provides visibility information for all light interactions, allowing intelligent refinement strategies. High-quality meshing is effected based on a perceptually-based ranking strategy which results in appropriate insertions of discontinuity curves into the meshes representing illumination. We introduce a hierarchy of triangulations which allows the generation of a hierarchical radiosity solution using accurate visibility and meshing. Results of our implementation show that our new algorithm produces high quality view-independent lighting solutions for direct illumination, for scenes with multiple lights and also scenes lit mainly by indirect illumination.
by Frédo Durand, George Drettakis and Claude Puech
9th Canadian Conference on Computational Geometry, August 1997.
Paper available on-line.
In this paper we describe a unified data-structure, the 3D Visibility Complex which encodes the visibility information of a 3D scene of polygons and smooth convex objects. This data-structure is a partition of the maximal free segments and is based on the characterization of the topological changes of visibility along critical line sets. We show that the size k of the complex is Omega (n) and O(n4) and we give an output sensitive algorithm to build it in time O((n3+k) log n).
by Frédo Durand, George Drettakis and Claude Puech
SIGGRAPH '97
Paper available on-line.
Many problems in computer graphics and computer vision require accurate global visibility information. Previous approaches have typically been complicated to implement and numerically unstable, and often too expensive in storage or computation. The Visibility Skeleton is a new powerful utility which can efficiently and accurately answer visibility queries for the entire scene. The Visibility Skeleton is a multi-purpose tool, which can solve numerous different problems. A simple construction algorithm is presented which only requires the use of well known computer graphics algorithmic components such as ray-casting and line/plane intersections. We provide an exhaustive catalogue of visual events which completely encode all possible visibility changes of a polygonal scene into a graph structure. The nodes of the graph are extremal stabbing lines, and the arcs are critical line swaths. Our implementation demonstrates the construction of the Visibility Skeleton for scenes of over a thousand polygons. We also show its use to:
The algorithm is shown to be manageable for the scenes tested, both in storage and in computation time. To address the potential complexity problems for large scenes, on-demand or lazy contruction is presented, its implementation showing encouraging first results.
George Drettakis & François X. Sillion
Proc. of SIGGRAPH'97 , Los Angeles, USA, August 1997
Click here to get the paper.
Interactively manipulating the geometry of complex, globally illuminated scenes has to date proven an elusive goal. Previous attempts have failed to provide interactive updates of global illumination and have not been able to offer well-adapted algorithms controlling the frame rate. The need for such interactive updates of global illumination is becoming increasingly important as the field of application of radiosity algorithms widens. To address this need, we present a novel algorithm which provides interactive update rates of global illumination for complex scenes with moving objects. In the context of clustering for hierarchical radiosity, we introduce the idea of an implicit line-space hierarchy. This hierarchy is realized by augmenting the links between hierarchical elements (clusters or surfaces) with shafts, representing the set of lines passing through the two linked elements. We show how line-space traversal allows rapid identification of modified links, and simultaneous cleanup of subdivision no longer required after a geometry move. The traversal of line-space also limits the amount of work required to update and solve the new hierarchical system after a move, by identifying the modified paths in the scene hierarchy. The implementation of our new algorithm allows interactive updates of illumination after object motion for scenes containing several thousand polygons, including global illumination effects. Finally, the line-space hierarchy traversal provides a natural control mechanism allowing the regulation of the tradeoff between image quality and frame rate.
Page created & maintained by Frederic Leymarie,
1998.
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