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dc.contributor.authorLerner, A.en
dc.contributor.authorChrysanthou, Yiorgos L.en
dc.contributor.authorCohen-Or, D.en
dc.contributor.editorKlein R.en
dc.contributor.editorRokne J.en
dc.contributor.editorWang W.en
dc.creatorLerner, A.en
dc.creatorChrysanthou, Yiorgos L.en
dc.creatorCohen-Or, D.en
dc.date.accessioned2019-11-13T10:40:58Z
dc.date.available2019-11-13T10:40:58Z
dc.date.issued2003
dc.identifier.isbn0-7695-2028-6
dc.identifier.urihttp://gnosis.library.ucy.ac.cy/handle/7/54384
dc.description.abstractIn this paper, we revisit the cells-and-portals visibility methods, originally developed for the special case of architectural interiors. We define an effectiveness measure for a cells-and-portals partitioning, and introduce a two-pass algorithm that computes a cells-and-portals partition. The algorithm uses a simple heuristic that creates short portals as a mean for generating an effective partition. The input to the algorithm is a set of half edges in 2D that can be extracted from a complex polygonal model. The first pass of the algorithm creates an initial partition, which is then refined by the second pass. We show that our method creates a partition that is more effective than the common BSP partition, even when the latter is further refined with the application of our second pass. Our cells-and-portals algorithm is designed to deal with arbitrarily oriented walls. The algorithm also supports outdoor scenes, where the vertical walls of the buildings served as occluders and portals are extended above the buildings. We show that the extended portals allow an output-sensitive rendering of large urban scenes. Finally, since our two-pass method is fully automatic and local, it supports incremental changes of the model by locally recomputing and updating the partition. We call our method "Breaking the Walls" (BW) since it breaks out of indoor scenes to outdoor scenes, and allows walls to be broken interactively, with an instant updating of the partition. © 2003 IEEE.en
dc.publisherIEEE Computer Societyen
dc.sourceProceedings - Pacific Conference on Computer Graphics and Applicationsen
dc.source11th Pacific Conference on Computer Graphics and Applications, PG 2003en
dc.source.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-33745452599&doi=10.1109%2fPCCGA.2003.1238272&partnerID=40&md5=a970b740c78a5596052e0873f6b6ac13
dc.subjectGeometryen
dc.subjectTestingen
dc.subjectAlgorithmsen
dc.subjectCellsen
dc.subjectCytologyen
dc.subjectAlgorithm design and analysisen
dc.subjectPartitioning algorithmsen
dc.subjectStructural designen
dc.subjectWalls (structural partitions)en
dc.subjectComputer graphicsen
dc.subjectBuildingsen
dc.subjectPortalsen
dc.subjectDesign methodologyen
dc.subjectLayouten
dc.subjectSolid modelen
dc.subjectSolid modelingen
dc.subjectToy industryen
dc.titleBreaking the walls: Scene partitioning and portal creationen
dc.typeinfo:eu-repo/semantics/conferenceObject
dc.identifier.doi10.1109/PCCGA.2003.1238272
dc.description.volume2003-Januaryen
dc.description.startingpage303
dc.description.endingpage312
dc.author.faculty002 Σχολή Θετικών και Εφαρμοσμένων Επιστημών / Faculty of Pure and Applied Sciences
dc.author.departmentΤμήμα Πληροφορικής / Department of Computer Science
dc.type.uhtypeConference Objecten
dc.description.notes<p>Sponsors: iCoreen
dc.description.notesSillicon Graphics Inc.en
dc.description.notesUniversity of Calgaryen
dc.description.notesConference code: 114157en
dc.description.notesCited By :4</p>en
dc.contributor.orcidChrysanthou, Yiorgos L. [0000-0001-5136-8890]
dc.gnosis.orcid0000-0001-5136-8890


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