Abstract

Efficiently identifying polygons that are visible from a changing synthetic viewpoint is an important problem in computer graphics. Even with hardware support, simple algorithms like depth-buffering cannot achieve interactive frame rates when applied to geometric models with many polygons. However, a visibility algorithm that exploits the occlusion properties of the scene to identify a superset of visible polygons, without touching most invisible polygons, could achieve fast frame rates while viewing such models.In this paper, we present a new approach to the visibility problem. The novel aspects of our algorithm are that it is temporally coherent and conservative; for all viewpoints the algorithm overestimates the set of visible polygons. As the synthetic viewpoint moves, the algorithm reuses visibility information computed for previous viewpoints. It does so by computing visual events at which visibility changes occur, and efficiently identifying and discarding these events as the viewpoint changes. In essence, the algorithm implicitly constructs and maintains a linearized portion of an aspect graph, a data structure for representing visual events. We demonstrate that the visibility algorithm significantly accelerates rendering of several test models.

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