Visibility in Computer Graphics refers to the problem of determining which parts of the scene (usually at the triangle level) are visible from a particular point of view. This may sound like part of the traditional rendering pipeline but if the scene is divided into regions (cells) then this can be done off-line. Picture a game designers running this once and then shipping the results as part of their game with the rendering of complex scenes (such as cities or natural landscapes) being greatly accelerated.

Like all good problems this turn out to be easy to state and difficult to solve, especially if you try to do it in an accurate fashion.


Shaun Nirenstein, Edwin Blake, Adrian Sharpe, Matt Hampton


Sharpe, A., Hampton, M., Nirenstein, S., Gain, J. and Blake, E., "Accelerating Ray Shooting through Aggressive 5D Visibility Pre-processing", AFRIGRAPH 2003, Cape Town, South Africa, 3-5 Febraury 2003, ACM Press, pp. 95-100. 

Nirenstein, S., Blake, E. and Gain, J., "Exact From-Region Visibility Culling", Rendering Techniques 2002: 13th Eurographics Workshop on Rendering, 26-28 June 2002, Pisa, ed. P. Debevec & S. Gibson, ACM Press, pp. 191-202.


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