MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A survey of methods for recovering quadrics in triangle meshes
ACM Computing Surveys (CSUR)
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
Simplifying complex environments using incremental textured depth meshes
ACM SIGGRAPH 2003 Papers
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
Interactive global illumination in complex and highly occluded environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Iterative methods for visualization of implicit surfaces on GPU
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Accelerated visualization of dynamic molecular surfaces
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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We present a method to interactively visualize large industrial models by replacing most triangles with implicit GPU primitives: cylinders, cone and torus slices. After a reverse-engineering process that recovers these primitives from triangle meshes, we encode their implicit parameters in a texture that is sent to the GPU. In rendering time, the implicit primitives are visualized seamlessly with other triangles in the scene. The method was tested on two massive industrial models, achieving better performance and image quality while reducing memory use.