Digital halftoning with space filling curves
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Multidimensional binary search trees used for associative searching
Communications of the ACM
Global static indexing for real-time exploration of very large regular grids
Proceedings of the 2001 ACM/IEEE conference on Supercomputing
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
CLODs: dual hierarchies for multiresolution collision detection
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2005 Papers
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
Visibility-Based Prefetching for Interactive Out-Of-Core Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Large Mesh Simplification using Processing Sequences
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Single-strips for fast interactive rendering
The Visual Computer: International Journal of Computer Graphics
Mesh Layouts for Block-Based Caches
IEEE Transactions on Visualization and Computer Graphics
Constrained strip generation and management for efficient interactive 3D rendering
CGI '05 Proceedings of the Computer Graphics International 2005
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Data management for SSDs for large-scale interactive graphics applications
I3D '11 Symposium on Interactive 3D Graphics and Games
Hi-index | 0.00 |
Given a data layout of a large walkthrough scene, we present a novel and simple spatial hierarchy on the disk-pages of the layout that has notable advantages over a conventional spatial hierarchy on the scene geometry. Assume that each disk-page consists of a set of triangles whose bounding boxes are computed. A spatial hierarchy of the walkthrough space is constructed, not with the given scene, but with the bounding boxes of disk-pages. The leaf nodes of the spatial-hierarchy refer directly to the page numbers of the pages of the bounding box it contains. We call this hierarchy on the pages as the disk-page hierarchy. We also propose a self-contained disk-page format that would suit this data structure well. Further, we present a new cache-oblivious graph-based data layout algorithm called the 2-factor layout that would preserve the proximity and orientation properties of the primitives in the layout. Walkthrough experiments have been conducted on a city scene consisting of over 110M triangles. Our system renders this scene on a laptop within a one pixel projection error at over 20 fps with simple texture substitution based simplification of distant objects, and with no explicit data/cache management.