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Abstract: The number of polygons comprising interesting architectural models is many more than can be rendered at interactive frame rates. However, due to occlusion by opaque surfaces (e.g., walls), only a small fraction of a typical model is visible from most viewpoints. We describe a method of visibility preprocessing that is efficient and effective for axis-aligned or axial architectural models. A model is subdivided into rectangular cells whose boundaries coincide with major opaque surfaces.... (Update)
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BibTeX entry: (Update)
Teller, S., and S' equin, C. H. Visibility Preprocessing for Interactive Walkthroughs. SIGGRAPH '91 Conference Proceedings (1991), 61-- 69. http://citeseer.ist.psu.edu/article/teller91visibility.html More
@article{ teller91visibility,
author = "Seth J. Teller and Carlo H. S{\'e}quin",
title = "Visibility preprocessing for interactive walkthroughs",
journal = "Computer Graphics",
volume = "25",
number = "4",
pages = "61--68",
year = "1991",
url = "citeseer.ist.psu.edu/article/teller91visibility.html" }
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Efficient Algorithms for Shortest Path and Visibility Proble.. (context) - Hershberger - 1987 ACM
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