SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd 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
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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
Modeling and Rendering of Points with Local Geometry
IEEE Transactions on Visualization and Computer Graphics
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing
IEEE Transactions on Visualization and Computer Graphics
An Easy Viewer for Out-of-Core Visualization of Huge Point-Sampled Models
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
CGIV '04 Proceedings of the International Conference on Computer Graphics, Imaging and Visualization
The Half-Edge Tree: A Compact Data Structure for Level-of-Detail Tetrahedral Meshes
SMI '05 Proceedings of the International Conference on Shape Modeling and Applications 2005
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As the sampling data is getting tremendous, more than one sampling points will project into a pixel. This makes point based rendering (PBR) popular. For PBR, the main steps that prominently affect the rendering result are hierarchical data structure, LOD selection method and rendering primitives (triangle, point, surfel [1]). In this paper, we generate a hierarchical structure with tight-octree, and store the vertex and bounding box information for each level. Then we propose a new method to do LOD selection based on the distance between the model and the viewer and the pre-calculated bounding box information. We have tested different polygonal models with million vertices on our system and the results demonstrate that the method is interactive in real time.