the keyboard are visible, so the estimation should not
be so small as at figure 4(a).
5 EXPLORING A SCENE
The viewpoint quality estimation is only the first step
in the domain of the scene understanding. In order
to help a user to get a good knowledge of a scene,
methods, allowing to choose a best viewpoint (or a
set of viewpoints), should be proposed. Dynamic ex-
ploration methods could be very helpful too, since a
set of static images is often not sufficient for under-
standing of complex scenes.
There are two classes of methods for virtual world
exploration. The first one is the global exploration
class, where the camera remains outside the explored
world (see figure 10). The second class is the local
exploration. In this class the camera moves inside
a scene and becomes a part of the scene. Local ex-
ploration may be useful and even necessary in some
cases, but only global exploration could give the user
a general knowledge on a scene. In this section we
are mainly concerned with global exploration of fixed
unchanging virtual worlds. But it should be said that
interesting results have been obtained with local ex-
ploration techniques in some works.
There are few works dedicated to the problem of
virtual world exploration. Based on the definition of
good viewpoint (Plemenos and Benayada, 1996), Bar-
ral et al. in (Barral et al., 2000b) present an incre-
mental method for automatic exploration of objects
or scenes. The technique does a global exploration of
a scene, i.e. it creates a “movie” with a camera, whose
trajectory lies on a sphere, surrounding the scene.
Marchand and Courty in (Marchand and Courty,
2000) have presented the general framework that al-
lows an automatic control of a camera in dynamic en-
vironment. The method is based on image-based con-
trol approach.
V
´
azquez et al. in (Vazquez et al., 2001) present
a measure, the viewpoint entropy, based on Shan-
non’s entropy. Then they propose the extension of the
method given by Barral et al. in (Barral et al., 2000a).
In this section a non-incremental method of global
scene exploration is presented. Since we would like
to explore the exterior of a scene, it is reasonable to
restrict the space of feasible viewpoints to a surround-
ing sphere. Moreover, a viewpoint quality is quite
smooth function, so the sphere could be easily dis-
cretized. Thus, the scene is placed in the center of the
sphere, whose discrete surface represents all possible
points of view.
Having the viewpoint quality criterion and a
rapid algorithm for visibility computations (refer to
(Sokolov and Plemenos, 2005)), we are ready to
choose good views. The main idea of the method is
to find a set of viewpoints, giving a good represen-
tation of a scene, and then to connect the viewpoints
by curves in order to get a simple path on the sur-
face of the sphere — trajectory of the camera. The
views should be as good as possible and the number
of views should not be too great. These criteria are
satisfied with a greedy search scheme. Let us give a
more strict formulation.
Let us suppose that two sets are given for a scene:
a set of faces F = {f
i
, 1 ≤ i ≤ n
f
} and a set of
vertices V = {v
j
, 1 ≤ j ≤ n
v
}. The scene dis-
junction into a set of objects is supplied: Ω=
{ω
k
, 1 ≤ k ≤ n
ω
}, V =
n
ω
k=1
ω
i
, k = l ⇒ ω
l
ω
k
=
∅. For each viewpoint s of the discrete sphere S the
set of visible vertices V (s) ⊆ V is given.
Let us denote the curvature in a vertex v ∈ V as
C(v) and the total curvature of a mesh V
1
⊆ V as
C(V
1
)=
v∈V
1
C(v). We suppose that all objects in Ω
have non-zero curvatures.
In addition to equation 4, let us introduce the qual-
ity of a set of viewpoints:
Q(S
1
⊆ S)=
ω∈Ω
q(ω) ·
ρ
ω
+1
ρ
ω
+ θ
S
1
,ω
θ
S
1
,ω
,
where θ
S
1
,ω
=
C(V (S
1
) ω)
C(ω)
, V (S
1
)=
s∈S
1
V (s).
Since the camera remains outside the scene and al-
ways points to the center of the sphere, there is no
need to define the view angle.
A set of viewpoints, giving a good scene represen-
tation, could be obtained by a greedy search. The
greediness means choosing the best viewpoint at each
step of the algorithm. More strictly: having given a
threshold 0 ≤ τ ≤ 1, one should find a set of view-
points M
k
⊆ S such as
Q(M
k
)
Q(S)
≥ τ . At the be-
ginning M
0
= ∅, each step i of the algorithm adds
to the set the best viewpoint s
i
: Q(M
i−1
{s
i
})=
max
s∈S
Q(M
i−1
{s}), M
i
= M
i−1
{s
i
}.
Figure 7 shows the amount of acquired information
in dependence on the number of algorithm steps. It is
easy to see that often only few viewpoints are neces-
sary to get a good knowledge of a scene.
The next question is: if the camera has to move
from one viewpoint to another, what path on the
sphere is to be chosen? A naive answer is to con-
nect the viewpoints with a geodesic line, the shortest
one. This preserves the camera from brusque changes
of trajectory during traversal from one point to an-
other and gives the shortest solution, but acute angles
still could appear in control points of trajectory. Such
connection does not guarantee that the path consists
of good viewpoints. This drawback is serious, and, in
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