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
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.
None as yet