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Exact From-Region Visibility Culling
Symposium on Rendering
To pre-process a scene for the purpose of visibility culling during walkthroughs it is necessary to solve visibility from all the elements of a finite partition of viewpoint space. Many conservative and approximate solutions have been developed that solve for visibility rapidly. The idealised exact solution for general 3D scenes has often been regarded as computationally intractable. Our exact algorithm for finding the visible polygons in a scene from a region is a computationally tractabledoi:10.2312/egwr/egwr02/191-202 fatcat:xxhetokzxrdkbjwf4s5dfqvjym