The design and analysis of spatial data structures
The design and analysis of spatial data structures
Very high resolution simulation of compressible turbulence on the IBM-SP system
SC '99 Proceedings of the 1999 ACM/IEEE conference on Supercomputing
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the conference on Visualization '01
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
Interactive view-dependent rendering of large isosurfaces
Proceedings of the conference on Visualization '02
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Points reloaded: point-based rendering revisited
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Massive-Model Rendering Techniques: A Tutorial
IEEE Computer Graphics and Applications
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
An anti-aliasing technique for voxel-based massive model visualization strategies
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Out-of-core real-time visualization of massive 3D point clouds
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Multiscale acquisition and presentation of very large artifacts: The case of portalada
Journal on Computing and Cultural Heritage (JOCCH)
Cultural Heritage: Out-of-core selection and editing of huge point clouds
Computers and Graphics
Image-Based Network Rendering of Large Meshes for Cloud Computing
International Journal of Computer Vision
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
Proceedings of the 17th International Conference on 3D Web Technology
Proceedings of the 17th International Conference on 3D Web Technology
Interactive Domitilla catacomb exploration
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
A time series 3D hierarchy for real-time dynamic point cloud interaction
SIGGRAPH Asia 2012 Technical Briefs
Proceedings of the 18th International Conference on 3D Web Technology
Coarse-grained multiresolution structures for mobile exploration of gigantic surface models
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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We recently introduced an efficient multiresolution structure for distributing and rendering very large point sampled models on consumer graphics platforms [1]. The structure is based on a hierarchy of precomputed object-space point clouds, that are combined coarse-to-fine at rendering time to locally adapt sample densities according to the projected size in the image. The progressive block based refinement nature of the rendering traversal exploits on-board caching and object based rendering APIs, hides out-of-core data access latency through speculative prefetching, and lends itself well to incorporate backface, view frustum, and occlusion culling, as well as compression and view-dependent progressive transmission. The resulting system allows rendering of complex out-of-core models at high frame rates (over 60M rendered points/second), supports network streaming, and is fundamentally simple to implement. We demonstrate the efficiency of the approach on a number of very large models, stored on local disks or accessed through a consumer level broadband network, including a massive 234M samples isosurface generated by a compressible turbulence simulation and a 167M samples model of Michelangelo's St. Matthew. Many of the details of our framework were presented in a previous study. We here provide a more thorough exposition, but also significant new material, including the presentation of a higher quality bottom-up construction method and additional qualitative and quantitative results.