Information
- Publication Type: Journal Paper (without talk)
- Workgroup(s)/Project(s):
- Date: August 2023
- Article Number: 85
- DOI: 10.1145/3592434
- ISSN: 1557-7368
- Journal: ACM Transactions on Graphics
- Number: 4
- Pages: 15
- Volume: 42
- Publisher: ASSOC COMPUTING MACHINERY
- Pages: 1 – 15
- Keywords: potentially visible sets, real-time, occlusion
Abstract
Visibility computation is a key element in computer graphics applications. More specifically, a from-region potentially visible set (PVS) is an established tool in rendering acceleration, but its high computational cost means a from-region PVS is almost always precomputed. Precomputation restricts the use of PVS to static scenes and leads to high storage cost, in particular, if we need fine-grained regions. For dynamic applications, such as streaming content over a variable-bandwidth network, online PVS computation with configurable region size is required. We address this need with trim regions, a new method for generating from-region PVS for arbitrary scenes in real time. Trim regions perform controlled erosion of object silhouettes in image space, implicitly applying the shrinking theorem known from previous work. Our algorithm is the first that applies automatic shrinking to unconstrained 3D scenes, including non-manifold meshes, and does so in real time using an efficient GPU execution model. We demonstrate that our algorithm generates a tight PVS for complex scenes and outperforms previous online methods for from-viewpoint and from-region PVS. It runs at 60 Hz for realistic game scenes consisting of millions of triangles and computes PVS with a tightness matching or surpassing existing approaches.Additional Files and Images
Weblinks
BibTeX
@article{voglreiter-2023-tro,
title = "Trim Regions for Online Computation of From-Region
Potentially Visible Sets",
author = "Philip Voglreiter and Bernhard Kerbl and Alexander Weinrauch
and Joerg Hermann Mueller and Thomas Neff and Markus
Steinberger and Dieter Schmalstieg",
year = "2023",
abstract = "Visibility computation is a key element in computer graphics
applications. More specifically, a from-region potentially
visible set (PVS) is an established tool in rendering
acceleration, but its high computational cost means a
from-region PVS is almost always precomputed. Precomputation
restricts the use of PVS to static scenes and leads to high
storage cost, in particular, if we need fine-grained
regions. For dynamic applications, such as streaming content
over a variable-bandwidth network, online PVS computation
with configurable region size is required. We address this
need with trim regions, a new method for generating
from-region PVS for arbitrary scenes in real time. Trim
regions perform controlled erosion of object silhouettes in
image space, implicitly applying the shrinking theorem known
from previous work. Our algorithm is the first that applies
automatic shrinking to unconstrained 3D scenes, including
non-manifold meshes, and does so in real time using an
efficient GPU execution model. We demonstrate that our
algorithm generates a tight PVS for complex scenes and
outperforms previous online methods for from-viewpoint and
from-region PVS. It runs at 60 Hz for realistic game scenes
consisting of millions of triangles and computes PVS with a
tightness matching or surpassing existing approaches.",
month = aug,
articleno = "85",
doi = "10.1145/3592434",
issn = "1557-7368",
journal = "ACM Transactions on Graphics",
number = "4",
pages = "15",
volume = "42",
publisher = "ASSOC COMPUTING MACHINERY",
pages = "1--15",
keywords = "potentially visible sets, real-time, occlusion",
URL = "https://www.cg.tuwien.ac.at/research/publications/2023/voglreiter-2023-tro/",
}