Hierarchical Data Structures and Algorithms for Computer Graphics. Part I.
IEEE Computer Graphics and Applications
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Real-Time Rendering
Stereoscopic View-Dependent Visualization of Terrain Height Fields
IEEE Transactions on Visualization and Computer Graphics
Efficient view-dependent rendering of terrains
GRIN'01 No description on Graphics interface 2001
Visibility Preprocessing for Urban Scenes using Line Space Subdivision
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Interactive Rendering with LOD Control and Occlusion Culling Based on Polygon Hierarchies
CGI '04 Proceedings of the Computer Graphics International
vLOD: High-Fidelity Walkthrough of Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Cluster Based Real-time Rendering System for Large Terrain Dataset
CAD-CG '05 Proceedings of the Ninth International Conference on Computer Aided Design and Computer Graphics
Distributed visibility culling technique for complex scene rendering
Journal of Visual Languages and Computing
Hi-index | 0.00 |
An intelligent culling technique is necessary in rendering 3D scenes to allow the real-time navigation in complex virtual environments. When rendering a large scene, a huge number of objects can reside in a viewing frustum. Virtual urban environments present challenges to interactive visualization systems, because of the huge complexity. This paper describes a LOD management (or contribution culling) method for the view-dependent real-time rendering of complex huge urban scenes. From the experimental results, we found the proposed LOD management method effectively limits the amount of objects to put into the rendering pipeline without notable degradation of rendering quality.