efficient construction of visibility maps using approximate occlusion sweep
We present an algorithm that efficiently constructs a visibility map for a given view of a polygonal scene. The view is represented by a BSP tree and the visibility map is obtained by postprocessing of that tree. The scene is organised in a kD-tree that is used to perform an approximate occlusion sweep. The occlusion sweep is interleaved with hierarchical visibility tests what results in expected output sensitive behaviour of the algorithm. We evaluate our implementation of the method on several scenes and demonstrate its application to discontinuity meshing.
efficiency visibility maps approximation occlusion algorithm bsp tree tree hierarchic sensitive evaluation implementation method demonstrate applications discontinuity meshing mesh