Hybrid Visibility Culling Techniques and Spatial Data Structures for 3D Walkthroughs

Project description and objectives:

The problem of visibility is a critical task in 3D computer graphics and digital games and involves the determination of regions in space visible to the observer, at interactive frame rates, when obstacles to sight are present. Depending on the complexity of the scene, the types and spatial data-structures of objects, the available hardware, and requirements of the application, different algorithms for visibility determination can be used to discard the polygons which are not visible from a specific point of view during walkthroughs over time. The project aims at developing hybrid techniques for visibility culling during walkthroughs through general 3D environments (indoor, outdoor, static, and dynamic) that runs on multiple platforms, from personal computers to smartphones.

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