We present an efficient algorithm for line-of-sight (LOS) compu-tations in modeling and simulation applications. LOS queries are solved by performing point-to-point visibility computations in com-plex environments with moving entities. Our approach divides the environment into regions and uses region based visibility calcula-tions to compute region-to-region visibility as a visibility table for each region. This table indicates portions of the environment that are definitely blocked from any point within a region. When an-swering an LOS query we examine visibility tables of the regions containing the endpoints. If the portions of the environment con-taining the endpoints are blocked from each other according to the RBV computation then we d...
Title: Efficient visibility calculation for light transport simulation in participating media Author...
Modeling and computing visibility on terrains has useful applications in many fields. The most commo...
Visibility modelling calculates what an observer could theoretically see in the surrounding region b...
We present an algorithm and implementation for solving the line of sight (point-to-point visibility)...
We describe novel algorithms to accelerate the performance of line-of-sight (LOS) computations in la...
Given a 2.5D terrain and a query point p on or above it, we want to find the triangles of terrain th...
Abstract. This paper describes a novel from-region visibility algorithm, the unique properties of wh...
In this paper we address the problem of computing visibility information on digital terrain models i...
This paper describes the design and engineering of algorithms for computing visibility maps on massi...
The paper gives an overview of algorithms for the terrain visibility problem. First, a comprehensive...
Given a 1.5D terrain, i.e., an x -monotone polygonal line in R 2 with n vertices, and 1 m n view...
We describe a novel application of the distribution sweeping technique to computing visibility on te...
This paper describes the design and engineering of algo-rithms for computing visibility maps on mass...
Two points p and q in a simple polygon P are k-visible when the line segment pq crosses the boundary...
Given a 1.5D terrain, i.e., an x-monotone polygonal line in R2 with n vertices, and 1 _< m _< n view...
Title: Efficient visibility calculation for light transport simulation in participating media Author...
Modeling and computing visibility on terrains has useful applications in many fields. The most commo...
Visibility modelling calculates what an observer could theoretically see in the surrounding region b...
We present an algorithm and implementation for solving the line of sight (point-to-point visibility)...
We describe novel algorithms to accelerate the performance of line-of-sight (LOS) computations in la...
Given a 2.5D terrain and a query point p on or above it, we want to find the triangles of terrain th...
Abstract. This paper describes a novel from-region visibility algorithm, the unique properties of wh...
In this paper we address the problem of computing visibility information on digital terrain models i...
This paper describes the design and engineering of algorithms for computing visibility maps on massi...
The paper gives an overview of algorithms for the terrain visibility problem. First, a comprehensive...
Given a 1.5D terrain, i.e., an x -monotone polygonal line in R 2 with n vertices, and 1 m n view...
We describe a novel application of the distribution sweeping technique to computing visibility on te...
This paper describes the design and engineering of algo-rithms for computing visibility maps on mass...
Two points p and q in a simple polygon P are k-visible when the line segment pq crosses the boundary...
Given a 1.5D terrain, i.e., an x-monotone polygonal line in R2 with n vertices, and 1 _< m _< n view...
Title: Efficient visibility calculation for light transport simulation in participating media Author...
Modeling and computing visibility on terrains has useful applications in many fields. The most commo...
Visibility modelling calculates what an observer could theoretically see in the surrounding region b...