Robust Visibility Skeleton
and George Drettakis
Visibility is a central problem in computer graphics. Visibility computations
are necessary in every step of image synthesis. For lighting simulations,
we need visibility for shadow computations. For rendering, occlusion culling
is based on visibility tools. Visibility is also important in various
other domains such as robotics.
We present techniques for visibility computations for polygonal scenes.
We currently only consider polygonal scenes. This is not too restrictive
since alternative representations can be meshed, and polygons are widely
The work done here is mainly based on The Visibility Skeleton of Frédo
Durand et al. The Visibility Skeleton is a data structure encoding the
visibility events of a 3D polygonal scene. The Skeleton as presented in
97 was the starting point of our work.
We present a generalization of the visibility skeleton, in order to overcome
the limitations of the first method. We develop a framework to hande
degeneracies. With this formal approach, we can compute visibility events
using linear algebra.
For the Masters thesis in French click here. An english paper will
soon be available.
Here are some results of the application using the library. Detailed results
are available in the thesis.
click on images to enlarge.